As the villages become towns, the span of the government grows. Here are a few of the town government buildings that the Gypsy has last spied upon in the town of Patrician IV:
Public Buildings: Government/Control
Town Square (for importance:
http://www.livablecities.org/Book_GeniusOfSquare_Excerpt.htm)
The town square is the center of main events, an open air location surrounded by buildings (either town building or wealthy housing).
The town square is the place for gossip and rumors, as well as unofficial talk from the town mayor and other town officials. Some people in the square are willing to make some merchant deals. Most likely to get caught if doing something criminal in the square with the constable present
Each town starts with one square, and will build one per wall extension in the new area. Each Square has a name. Three town squares upgrade the town’s status to city.
The name, size, and shape of the square is dictated by the Mayor who builds each, except if the town is started by settlers, then the first square must be similar to the old hometown’s square.
Each shape creates a different town culture.
Square, Rectangular, Round, Oval, Fan, Funnel, Elliptical, Trapezoidal, or Triangular.
Once built, a church, town hall, justice court, and guild halls can be built along the sides. Any remaining spaces can only be filled by roads or housing for the rich.
The town square is the location of public events: market day, festivals, feasts, fairs, and where justice is served
Market Day:
Each town has a market day (not on Sunday or Church Holydays) that is set by the Mayor.
Town consumption of fresh food is on 1 day/week (market day). Preserved food has daily consumption
Annual Fair: draws in a lot of goods, townspeople buy more
Town Hall
The Town Hall is the center of the Town’s government, and the political control is divided into Council and Mayor
Town Council
Comprised of 4 groups, each member with a vote (Mayor is tiebreaker)
1) Town Councilors/Patrician(s)
2) Mayor
3) Church (ea bldg)
4) Guild (ea hall)
Player may poll the council to see how they might vote on an important issue (but not all tell the truth)
Council controls by Votes on: (mayor is tiebreaker)
Walls/Defense
Troops/Mercs
New/improve Public Build (Public Canal, Large Bridges)
Money to church
Publicly funded festivals, fairs, and celebrations (vote for date and budget) (not the Market Day)
Appeals for Construction Queue justice (mayor cannot vote)
Declare war, but must have at least one affirmative vote from the Church (Town defense does not require any vote)
Alliances with a nearby town (Hanse or Hinterlands, can be relating to protection or Trade)
The Mayor
Elections are annual or if he resigns/moves. His office is in the Town hall, which is another option to visit
The Mayor controls the following w/o the Council
Constables: number, and focus. Each constable costs the treasury, too many will be expensive and hurt morale. Maximum of three constables per town hall. Constables reduce crime and fire. Constables can sometimes be seen chasing criminals in the streets. The constable rings the Church bell if the town is attacked or on fire. Once rung, the townspeople will welcome Mercs who help to defend or extinguish fires.
Scoopers: the removal of trash and dung is important in a dense city, and effects the health of the population.
The Construction Office: Maintenance / Construction queue, amount of workers, limited research
Port Master (see previous for training, see Port/Shipyard for other issues)
Mayor dispenses Justice until Justice Court built (does not control all aspects)
Dictates the Town’s focus and primary industry(s) (creates bonus for those)
Cart Monger: Transport Rates, Scheduled Carts into the Hinterlands (see Cart Monger following)
Cart Monger
Transportation was a key element in Medieval times see:
http://www.history.ac.uk/eseminars/sem24.html
All workshops and farms move their own goods, but with a reduced production. Although it might not be the most histerically accurate, the town may build a Cart Monger to handle transportation in/near the town.
The Cart Monger
1) Generates town tax revenue (profits after costs go to town coffers)
2) Increases production for all workshops/farms/harvest when fully staffed. Amount of increase is proportionate to the amount of transportation labor saved when that labor could have been used. EG Honey and Beer have more ‘downtime’ that could be used for their own hauling and thus have a lower production increase compared with an iron goods workshop.
3) Becomes a waypoint for carts/sleds into the Hinterlands. The Mayor controls the regularly scheduled cart traffic, players can request special trips or a auto-trade route using carts and their own administrator (acts like a land-lubber captain).
4) Dispenses firewood needed by the village when needed and available. Will automatically buy when available.
5) Affects the demand for draft animals from farm
6) Will staff up/down based on demand for transportation and resources available (Workers, Carts, and Animals). Current staffing and skills are posted in the building.
Port/Harbor Office
The Port office is located adjacent to the town’s public dock, and is built with a dock.
The control of goods through a port is the role of the Port Master, who works here and is hired by the Mayor.
(See previous post on Port Master)
Port Office interface
Staffing and Skills
Lodge complaints
The office collects Port Taxes (docking fees et al)
Other Towns can send/post notices of their needs / abundance at this office
Docks
Moving freight and passengers was the key role of the Merchants. For these trading towns, the dock was the critical port for this exchange.
New in P-4, Each ship takes time to load and unload based on size and location of the goods. Lighter goods are on top, then heavy goods are on the bottom. Ships take from ½ day to 4 days to load and unload depending on ship size, freight to move, available ballast, and number of dock workers. The experience of the port master and the ship’s captain affects damage to goods, as well as proper loading of the ship (heavy at the bottom, securing cargo, et al). An improperly loaded ship could have trouble sailing and will have a more difficult passage in storms or pirate attack. Could try to bribe Port master to improperly load a ship.
Any ship waiting for a dock space waits in the harbor, (passengers will dis-embark via rowboat) the merchant can try to bribe the Port Master or Mayor to be unloaded first. Player has the option of unloading merchandise by rowboat (except timber), a more expensive way, but may move critical items quickly (best for high value & light weight items).
Excessive dock waiting times make for a mayor who will have trouble getting re-elected.
The Ship’s captain may decide to stay in port but must leave the berth (dock) upon completion of loading/unloading.
Note that Warehouses built next to the dock allow faster load/unload of ships
Improved by:
1) Dock Extensions: A dock can have 2 extensions, each extensions adds 2 ship berths. Takes 3 months each to complete.
2) Harbor/Dock Dredging. Silt buildup impedes the flow of ships, and silt is stirred up during docking. Dredging makes harbors easier for ships and increases town reputation for trading. Dredging a harbor is an expensive 6 month to 2 year project, requires either a Canal Barge or a Snaika (must rent or borrow), and reduces the use of the port 30% during the project. The success of the dredging depends on skills, labor, and weather.
3) Dock Cranes: Reduces damage / loss of goods from ship, and decreases the port tax. Faster loading/unloading increases the amount of ships a dock can handle (a busy dock will make more tax/week, just less per each ship). Dock cranes have a significantly fewer incidences of damage, but those accidents are more costly. Dock cranes can be upgraded with fixed cart tracks (rails) that speed the flow from crane - dock - town
4) Passenger Office: Increases the flow of ships willing to take passengers. May become part of a passenger (only) trade route. A public passenger (scheduled) trade route reduces dock capacity as that space is dedicated to that service.
5) A more skilled port master. The skills of the port master are improved through experience or education, and the town benefits with more Port Master employees (each dock or shipyard has one).
Inland waterways
Rivers, Lakes are navigable by a Snaika, and sometimes by a Crayer. A shipyard built on a Lake can build both, but the ships cannot leave the lake unless a navigation method is found or made. A river or lake may have a tow path added to allow the use of the Canal Barge. (a tow path costs little). Any inland waterway system with docks can be used to transport materials and passengers via boats.
Canal is a manmade inland waterway that controls the natural downward flow of water. Canals must be connected to a Hinterland water source. If the water source is near the end destination, then the canal has 2 docks. If not, the canal boats will transfer to lake or river to get to end destination.
Canal building is a long process, the building time is at least 1 year, with a consumption of timber, stone and iron goods based on number of length, locks, bridges, and docks. If Rock is encountered during construction, may require gunpowder to blast through.
Canals require the use of draft animals, and having at least 1 farm at each end helps speed of transits.
Canals improve drainage, reduce the impact of floods, mitigate droughts, and allow irrigation at farms. Canals can be damaged or destroyed by floods and war.
Canal Barge carries as much as an Ocean Cog, but cannot be sailed between ports via the sea. Snaikas can also navigate a canal at an increased speed, but carry less than a canal barge.
Canals can be public or private.
Public Canal collects taxes and offers a scheduled trade route. Players can add routes to the canal. Public canals have few docks, at the starting town and at towns in the Hinterlands
Private Canals
Player can build thier own canal that connects with rivers. lakes, or a public canal.
Players can restrict who can use the private canal, and charge a toll (per boat) or tax (per item) for use. Need to hire a Port master to operate the canal. Private canals are expensive to build and maintain, but reduce the costs of hauling materials from Hinterlands. Private canals allow the building of multiple docks (for nearby farms/harvest/shops). Private canals can be used to move timbers, public cannot be used for that. After 10 years of use, the builder has the option of selling the canal to the main town.
Shipyard (see:
http://www.britarch.ac.uk/ba/ba61/feat2.shtml)
As part of a Port Master’s jobs, the shipyard creates new or repairs the merchant vessels. Each shipyard has its own port master, and the yard develops a reputation for quality and a focus on certain ship traits. This is also influenced by the local timber supply.
The Mayor can allow a public shipyard can make a few boats for sale, or stay with the default of only building on contract. The mayor also can allow the shipyard to buy and sell ship weapons (with no criminal penalty)
The shipyards focus on ship characteristics is based on the skills of the Master and the type of ships that the yard repairs / builds
Shipyard Upgrades
1 2nd and 3rd berth (separate upgrades, same function) requires empty land next to the shipyard
2 Drydock, Allows for faster hull building and hull repairs. Can be damaged by ice or flooding
3 Technology: Carvel planking: uses a 10% less timber and 30% less iron goods but requires 35% more pitch in building and maintenance
Ships can be ship-broken at the shipyard, torn up to re-use wood and metal nails. Ship-breaking improves the building of new ships, as the builder see what works best in the life of the ships. Older ships can be sold to the shipyard for this recycling.
Ship Repairs and maintenance
All things require some maintenance. The captain of the ship, cargo hauled, and the environment all influence how fast the ship deteriorates. The ship’s captain may require the crew to do more or less maintenance depending on skills and amount of crew members.
Overhauls and Hull repairs
Requires the complete unloading of all cargo in the ship (except ship weapons) and is best done in a dry-dock.
An overhaul or hull repair will allow the ship to sail faster (barnacle removal) and have fewer rats (reduces food loss during transits).
Repairs done during an ice blockade (not in a dry-dock) may result in Hull Damage
Ships in harbor being repaired can be unloaded via rowboat, at a slow pace and higher cost and risk than using the docks
Shipyards also make Barrels/Boxes for cargo transportation (not as efficiently as a carpentry workshop, but a good time filler for employment when not repairing or building)
Ships
Ships were the primary carriers of bulk materials in the Hanse, and were built using the lap plank method
Normal lifespan of ships is 5-80 years depending on use and maintenance. It is not recommended to keep a ship beyond 70 years
Types of Ships available:
Fishing Dorry:
No hold, 1 small sail. Primarily used by Fish Harvest for coastal/tidal fishing, carries 1 unit of fresh fish then must unload. (cannot haul dried fish) Travels only near/along the coast, can be used to smuggle a person, relic, or other small item to an adjacent town along the same shore (will not cross the sea).
Canal Barge
2 holds in a long ship, no sails. Primarily used in canals, can be brought to a harbor for dredging operations. Moves slowly, must be tugged by draft animals
Snaika 1 hold with 1 medium sail. Primarily used for fast sea transit of passengers and light goods. Can be used to dredge, travel canals, and sea fishing (holds 5 units of fresh fish, limited to coastal fishing during ice blockade).
Crayer 2 holds with 2 medium sails. Primarily used for fast sea attack and convoy escort
Cog 3 holds
Holk: 4 holds
Upgrades
Depending on the age of the ship, some upgrades may be available that do not diminish cargo capacity
1 thicker hulls
2 stronger masts
3 Better woods that require less maintenance
4 Stronger rudder. Lower maintenance and better battle or storm sailing
Technology that may become available (see discovery and unlocking) includes
Sextant: includes issue of calibration
Compass: some compasses could be bogus or lose magnetism
Clock: can measure travel speeds and may increase the efficiency of the crew
Maps (celestial, shorelines and reefs, known towns with production notes and needs (Rooter), Unknown towns & hideouts)
Cotton sails: allows for faster sailing than with conventional burlap cloth/hemp sails
Ship Space conversion
Ships have a standard amount of space, how well it is used can be changed. (Ship overhauls could increase the space available) These conversions are done at either a dock or shipyard, although the shipyard performs the work faster.
1) Open: General cargo storage. This is the configuration of the standard ship
2) Customized Cargo: The ship can be modified to hold a particular type of goods more efficiently. This allows 10% to 50%more of the good to be stowed, as well as it creates an easier (faster/efficient) load and unload at a dock. Once customized, the ship’s capacity to haul other goods is cut 35%
3) Crew: can take some storage space to increase the crew for better sailing and fighting, and keep better ship maintenance
4) Weapons: can take some of the lower hold areas to hold gunpowder and mount cannons, or modify the top deck to take catapults. Not all levels of a hold can take weapons, lower holds are used for cannons, middle for Bombards, decks for catapults
5) Military/Passenger: Space can be converted to berths. Up to 75% space can be converted to berths.
Ship Pestilences
Because they follow a path through the water, a ship can suffer under various pestilences different from the towns, and if continuously under attack from these, it might be best to burn, overhaul, sell, or skuttle that ship. Rumors and reputation are important for the vessel that carries merchandise and passengers
Rats: Spreads plague and eats any solid food (amount depends on time in hold and number of rats. Ships with “Customized Cargo” conversion suffer less when the shipping that designated cargo, which assumes that customization accounts for rats)
Chronically mis-loaded or overloaded: caused by a bad captain
Bad Luck (Kobold) (a mix of pestilences in a short time)
Storms: Ship always runs into storms. Could be an excuse for thieving
Ship Food: run out, rotten/poisoned
Wet Powder: Wet hold/storm might make cannons useless, does not affect catapults
Thieving Crew: take valuable things, drink beer/wine
Pirate Hex: same ship always gets sacked by pirates
Leaking: Crew can never keep the hold dry no matter what they do. Could be caused by a bad captain, termites, bad wood, ship age etc.
Crew Sicknesses: crew can have a bout or seasickness (green or bad storms), Dysentary, flu, dehydration, plague, or laziness
Construction Office
The construction office is located somewhere inside the town walls and is controlled by the Mayor. Profits of the office go to town coffers.
When issued a contract to construct a building, it is placed in Queue. When that building is reached in the Queue and materials are available, the building is started. Construction continues until materials run out. (player has the option to ‘reserve’ their own warehouse stocks of building materials based on their queue priority) If materials run out or construction is finished, then the crew goes to the first building in queue with materials available. To build a castle and or a cathedral there needs to be artisans in the town. If no artisans, then that building is skipped in Queue.
Monetary Costs of construction (including any materials the Office buys from Town or other AI) are either
1) Deducted monthly from your money, although failure to have the monthly money will result in court charges.
2) The entire amount is set aside and managed by administrators. Overruns of cost are sent to you by message.
The Office is staffed with 2 types of workers:
- Master Builder: Skills are equal to the average of all Craft Masters in that town. These skills dictate the actual lifespan of the building as well as improve the chance that the crew builds what you want. (an inexperienced Master could build the wrong type of workshop)
- Workers: handle the main work
The town’s Mayor can hire a 2nd Master builder who will be more skilled than the first, and doubles the building speed (2nd crew) and slightly increases the building lifespan
An accurate construction queue can be seen (unless a briber has gotten the mayor to quietly “re-think” it). Queue is first come/first serve unless Mayor (or Town Council) edits.
Player can edit the priority of their projects. Mayor can move public projects up or down the list, and can prioritize the player on the list (but not adjust individual player projects). Player can then either bribe the Mayor or can appeal the move to be be voted on at the Town Council. (town council’s vote is final)
Repairs
Every building (except Castles and Cathedrals) has a limited lifespan. Houses last about 30-40 years, some government buildings last 200 years. The town pays for public maintenance from treasury. Lack of public maintenance deteriorates the approval rating of the Mayor. Replacement of a public building includes the costs renting or building a temporary location
As private buildings deteriorate, the player has the options of
1) Agree to pay a set amount/year for building maintenance. For housing, this will extend the lifespan (up-to) 150 years. For non-housing, the building maintenance will double the lifespan, then require an overhaul or demolition.
2) Place an overhaul contract for that building: during an overhaul, the production, rent etc drops significantly. Overhauls will expose some secret upgrades and also make it cheaper/faster to add unlocked technology upgrades
3) Place a demolition contract for that building. This contract only requires money, so it will get done sooner in queue. Will receive a portion of the original materials back, or can donate them to Church or Monastery. (donating creates a reduced demolition cost, as hauling is done by the charity, but does not affect speed)
4) Attempt to destroy their own buildings via fire or gunpowder, but they risk losing people and reputation
5) Abandon the building. After 1 year any other player can take it and repair / demo / re-build. Cannot abandon a building by bankruptcy, but can be done at any time prior to.
Bridges
Water helps ship trade, but it can block off land trade to other areas. A bridge connects these lands, and changes the face of a town.
A town can build a bridge across a stream, river or canal. The bridge may deteriorate in storms/major rains, and it may improve drainage/sanitation. A bridge collapse will act as a dam and cause flooding until fixed.
The costs of bridges vary, bricks made of stone last longer that brick or timber bridges but take longer and cost more. The quality of construction depends on materials used and the skills of the construction office.
A privately funded bridge may charge a toll (not a tax), and can be sold to the town or another player after 10 years.
This new bridge:
1) May allow an increase in the size of the town, including a larger town wall footprint. A larger bridge may be part of the new wall.
2) Will speed the flow of carts in an area
3) Can open up another part of the Hinterland if built outside of the 3rd wall border of the town.
4) May stop Sailing ships (mast height) depending on construction techniques et al. This limits use of docks, methods of attacking a town, or may restrict or stop water trade with a Hinterland or River town (ie Cologne and Thorn) A height restriction of the bridge creates a trade monopoly on the Inland waterway, and increases the trading power/wealth/volume of that town
5) A private bridge may stop the building of a town wall if in the path
Town Walls / Gates
Can be made in different levels of protection and height (wood, brick, stone). One a wall is built, the old wall remains, and stays as another layer of defense that attackers must penetrate. The old wall can be destroyed through a contract with the construction office for a wall piece to be de destroyed. The player contracting the destruction keeps the old building materials for re-use. (old wooden walls will deteriorate or burn) (towers can only be destroyed by Town Council orders & funding)
A wall can be built through farmland, but it requires a small gate somewhere in the farm tiles. The farm may continue to operate if the farm buildings are outside the wall. If not, the farm shrinks to a garden a year after the completion of the wall. (see Farm section)
A stone bridge may become part of a new wall if the wall is crossing a river. At a canal or stream, if there is no bridge, the wall builder has the option of choosing to include a bridge (for carts) with the stream crossing. Walls cannot be built across a river
The best way through a wall is a gate
Large gates allow horses and carts through
Small gates allow workers through
A gate across a stream will stop attackers, but is normally open during peace.
River bridges cannot be gated, but can have large beams attached to prevent ships from sailing under during an attack
Gates can be destroyed and left as a gap or can be walled up to restrict trade and access.
Anyone know the small quiet secret whistle that Gypsies use to unlock windows and gates and climb over walls?
It is the micro-soft whistle.