Majesty had tax collectors, a market economy, and a hands-off governing policy: You funded creation of main buildings, but they were or were not occupied based on demand for those buildings. Armies actually need "training", "Morale" and all that stuff. You pretty much convert immigrants into Police (and then subsequently dying) at unrealistically high speeds. so no new Police would come out to defend.)Īlso, immigrants come extremely quickly in Pharaoh. (In contrast, if you actually had an approaching army, the Police would die, and then they'd destroy the Police Station. This works because Hippos only attack citizens, never buildings. Each time a Police dies, they hire a new citizen rather quickly, eventually your infinite stream of Policemen kill the Hippo. Police don't have morale-stat and will fight to the death (in contrast: your armies will break formation and retreat). The other plan is to set up a lot of Police Stations. (I've literally built the Pyramids before the Hippos died. If you see 2 or 3 Hippos in a singular area, you'll need a substantial Army to clear them out.ĮDIT: If you're lucky and can push the Hippos out to the river somehow, your Navy can bombard the Hippos with impunity, but it takes a long time for those ships to kill a Hippo. I do believe you require approximately two fully-equipped and high-morale legions to kill a singular Hippo in that game, no joke. īut really, they were mostly just killed by Hippos. You could make an entire game about just that subject.ĮDIT: As a follow-up, I found this history of land & tax policy in Denmark going back to the middle ages to be quite fascinating and might be a useful point of contact for this sort of thing. There's also very rarely any distinction between government spending and private spending, and how government spending on public goods influences the asset values of private interests. I always feel tax policy & land use is very rarely explored in games in most of these games if you can set tax rates at all it always seems to be a straight tax on productivity so you just have to pick the amount of deadweight loss you're willing to accept to generate the revenue you need to run your government. This is the part that's most interesting to me. This way, the experiences of our medieval forebears are visualized and may help to educate the public about medieval village life. Tithes, taxes and rents! Instead of merely abstracting the taxes into an income modifier or letting the player be the extractor himself, we could be shown the tax collector visiting the village, counting the sheaves by the side of the road, selecting the calves and chickens. And finally, something that would, in my opinion, really add to the realism and historical flavor of a medieval-themed city builder would be the introduction of mechanisms in which agricultural surpluses are skimmed by the church and the feudal lord.
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