View Full Version : City Building Rules

Behold the Void
12-04-2007, 09:29 PM
Country Template: This is the template you can use when building your city.

Race: (predominant race of the city)
Population: (this is equal to the amount of houses you create, minus the soldiers and police you hire.)
Soldiers: (this is equal to the amount of soldiers you hire. When hiring soldiers, subtract the number from your population)
Police: (this is equal to the amount of police you hire. When hiring soldiers, subtract the number from your population)
Farmland: (this is the number of people you can support with your farmland)
Facilities: (this is your various other buildings)
Tax Rate: (either 0, 25%, 50%, 75%, 100%, 125%, 150%, 175%, or 200%)

This formula can be used for all cities. Remember, Chocobos and Soldiers cost 1 gil per season, and you get 1 gil per every person that's part of your standard population every season.

All rulers have 5 million gil to spend on their new kingdom. People coming in as generals under them bring in 2.5 million gil.

Races: Each kingdom is generally composed of one major race, although kingdoms are not barred from being multi-racial.

Descriptions of all the races can be found here: Races of Final Fantasy - Wikipedia, the free encyclopedia (http://en.wikipedia.org/wiki/Races_of_Final_Fantasy)

The races that will be used in this setting are: Humes, Dwarves, Moogles, Bangaa, Viera, Nu Mou, Elvaan, Tarutaru, Mithra, Galka, Burmecian, Qu, Ronso, Gaia (Red XIII's race)

Bangaa, Gaia and Burmecian tend to live in desert regions, Mithra and Viera live in forest regions, Nu Mou and Ronso tend to live in colder mountain areas, and Qu tend to live in the swamp regions. Everyone else shows up everywhere.

Other races may be made available on request.

Cities and Food:

All countries require cities. Housing for a citizen runs at 20 gil, and you can build housing in increments of 1,000 (so a city with enough houses for 1,000 people costs 20,000 gil). City sizes are as follows:

Town: 1,000-8,000 people
Cities: 9,000-12,000 people
Big Cities: 13,000-50,000 people
Metropolis: 51,000+ people

A capitol city must have at least 25,000 people in it (500,000 gil).

Population is important. Only normal citizens pay taxes and provide income.

Food production must also be set aside for citizens. This can be in the form of farmland or pastureland for livestock. Farmland costs 10 gil per person (10,000 gil per 1,000 people) and pastureland (with livestock) costs 15 gil per person (15,000 gil per 1,000 people). A good combination of both lends itself to a happier population. The processing facilities required for fish is the same as if you were buying farmland to sustain the same amount of people that fishing could.

Depending on where you place your farmland (brown land means the area is generally more fertile and able to produce higher crop yields, although crops can be theoretically be grown anywhere), you may need to set up roads. Caravan routes cost around 1,000 gil, although greater distances will cost more. PM myself or another co-coordinator for more information. In general, the populace will take care of their own caravans, so food will get distributed to the cities without intervention, although you can finance your own caravans for a variable price (again, PM myself or one of the co-coordinators for more information).


Military can be created by one of two means; conscription or recruiting. Recruiting soldiers from the general populace costs 2 gil. Light weapons and armor cost 1 gil, heavy weapons and armor cost 2 gil, and chocobos cost 1 gil and come with a 1 gil upkeep. Chocobo armor costs 2 gil.

Soldiers can also be conscripted, which waives the hiring cost but drastically decreases the happiness of your citizens. Either way, soldiers require a 1 gil upkeep.

Light weapons and armor are things like smaller swords, most wooden-hafted polearms (spears and such), axes, and the like. Light armor is anything up to chain jackets or limited plate. Heavy weapons require a large amount of steel, such as lances or Cloud-sized swords, and heavy armor involves encasing oneís body in steel. Generally, in straight-up combat heavier armor and weapons (especially when mounted on Chocobos) will win, but lighter armor and weapons are better for quicker maneuvers like hit-and-run. You can specify the armaments however you choose.

Please note, armor and weapons are purchased SEPARATELY. If you want heavy armor and weapons it costs 4 gold per soldier, light armor and light weapons cost 2. Light armor and heavy weapons or light weapons and heavy armor cost 3 per soldier.

You can also hire or conscript police to handle domestic patrols and issues. Itís usually a good idea to have at least 1 police officer per 100 citizens. Police officers cost 1 gil to hire, and cost Ĺ gil for upkeep (1 per 2 police, rounded down). More police officers mean a more orderly and law abiding society, while less police officers mean a more anarchic society. You can conscript police officers, but the level of corruption will be higher and the happiness of your people will be lower if you use appointed police. Police may be armed and can double as soldiers, but they arenít as good as full-time military unless you pay 1 extra gil to train them. Armaments cost the same as for soldiers, but arenít required for a general police force. Police may ride chocobos if you wish to finance it.

If you own chocobos, you need a place to stable them. Chocobo stables cost 10 gil per chocobo. Chocobo feeding is covered in their upkeep, and you arenít required to devote more farmland to them.

Chocobo may also be bred, you can create a breeding stable for 10,000 gil that will improve the pedigree of chocobo (eventually producing different color chocobo) and produce more chocobo on its own. The stable will produce 100 new chocobo a season, and for every 10 gil you expand the facility by it will produce another 1 chocobo. Alternately, you can pay 1,000 gil to increase the breeding facilities so you can produce better chocobo.

When breeding for different chocobos, specify a certain trait (such as stamina, flight, speed, strength, or whatever) that you wish to breed into your chocobos. Eventually, you will begin to breed different color chocobos that have different attributes. Through proper breeding, someday you may even breed the legendary ultimate chocobo, the gold chocobo.

Chocobos live between 30 and 70 years, so as long as you treat them well you likely won't have to worry about them dying off too often outside of war.

Finally, you can hire NPCs two or less ranks below your own rank for 1,000 gil multiplied by the rank you're hiring them at. Use the character creation guidelines to pick their job. NPCs can be anything from generals to diplomats to assassins.

Police and Soldiers do NOT pay taxes. They cost you money to maintain.

You may also build Barracks. Without Barracks, soldiers retain their normal housing. Barracks cost 10 gil per soldier housed, and free up space in your civilian housing so that more people can move in.

Military Training Academies:

You can create a military training academy for 10,000 gil. Military Training Academies (or magic training academies, the pricing is the same) have the ability to convert rank-and-file soldiers into minor version of any PC job class available. Furthermore, these academies have the ability to research special techniques and spells for use by the minor jobs. The academy initially converts 10 soldiers per season, and it can convert an additional soldier for each 1,000 gil spent. Soldiers with PC classes may choose 1 rank 1 skill that they can use during combat, giving them a hefty strategic edge on the battlefield.


Fortifications protect your city from invaders. A city wall costs 1/2 the price of the city structures (housing+all facilities).

You can also construct a castle. A basic keep is 10,000 gil, which provides a small degree of protection and a seat of power.

There are four sizes of keeps:
Small: 1,000
Medium: 3,000
Large: 7,000
Very Large: 15,000

A wall around a castle costs 1/4 of the price of the keep itself. Outer walls cost 1/2 and 3/4 the cost of the keep respectively.

Walls can also have towers on them, at the cost of 1,000 gil per tower.

Natural Resources:

Every kingdom will have some natural resources unique to only a few regions. These resources can be harvested and traded. In order to harvest them, there needs to be a sufficient amount of people living near the area where the resources are abundant. Furthermore, you need to build a facility to extract them. Facilities that can extract 10 lbs. of resources a season costs 1,000 gil and requires 100 people working them. Thus, you need a settlement of at least 100 people in addition to the facility in order to mine. Your capital can and probably will be built on some of the natural resources, so the population from the major city can be used without any difficulty.

Natural resources can be traded with other kingdoms. As the game progresses, there will be special structures and items that can only be made using special resources, so having a stock of resources is a good idea.

When you start building your country, you will receive a PM regarding the natural resources in your area. You can keep this secret or not at your prerogative.


There are currently two forms of major technology in this world: steam technology and magitechnology. Both can be used to build basic vehicles like airships, warships, and other more civilian-byproducts like sewage systems. You may build research academies within cities by paying 10,000 gil. The research academy will begin researching new technology based on your promptings (for example, you can have them research magitek armor or steam trains). You can also give your research facilities expansion by doubling the amount of money you spent on them. If you have different research facilities in other cities, you can research more than one thing at a time, but you are limited to one magitek and one steam research facility per city.

Research is based off points. A basic research facility will produce 1 point a season. Technology is based off levels, and each level of technology costs as many points as its level, so a 1st level tech will cost 1 point. Each time you double the amount of money spent on a research facility, you increase the points it produces by 1 per season. You can divide your points amongst different kinds of research however you desire. If two cities are researching the same thing together, the combined point total of the two research facilities is reduced by 1 per city, to represent the difficulty of sending information back and forth. The appropriate communication technology may be able to negate this. In the case of using multiple cities, the total value of the research centers are taken together, so you don't just add the points produced by a city to get your total, you derive points as normal based on the values of both research centers and subtract 1.

Research is designed to be open-ended. When planning research, be as specific as possible, the idea is to allow you to do pretty much anything you want, given enough time and resources. For more information, check the Technology Rules (http://forums.eyesonff.com/eizon-rebirth/114439-technology-rules.html) thread.

Mechanical Transportation

Two major forms of non-creature transportation are ships and airships. Airships are generally steam or magitek-powered, so they can only be built in cities that have research facilities for steam or magitek. A basic shipbuilding facility costs 10,000, and can build small ships that can carry a crew of 10. Airship facilities cost 100,000 and can build small airships that can carry a crew of 10. Each increase (10,000 for ships, 100,000 for airships) allows the construction of ships that can carry 10 additional crew. Upgraded facilities can either build larger ships or airships or several smaller ones (so, a 20-person ship or two 10-person ships). These ships can be used for anything from trade to war. The maximum capacity ships can be built every season, but you aren't required to do so if you don't have the space.

For both normal and airships, available passenger space equals twice the number of crew.

You also require docking space within the city. Docking space for a 10-person ship costs 1,000, docking space for a 10-person airship costs 10,000.


Factories can produce researched material such as barriers, magitek armor, tanks, and the like. Each production level costs 10,000 gil. So a 30,000 gil Factory will produce 3 level 1 technology items, 1 level 1 and 1 level 2 technology items, or a single level 3 technology item a season.


Warehouses can be used to store various goods such as natural resources, spare food, and various siege engines and other such inventions. Warehouses are bought in increments of 1,000 gil, and each 1,000 gil spent is another 100 square feet of storage space. Excess food to sustain one person for a season is 5 square feet. 10 lbs. of natural resources is between 1 and 5 square feet, depending on the density of the material (this will be covered when you are made aware of your natural resources).

Entertainment Venue:

If you wish, you can build a venue for entertainment. A venue must either be near enough a city that people can commute to it, or it must have enough houses for the staff to live there (priced as normal). Entertainment venues cost 5 gil for a 1 person capacity. Furthermore, used square feet (as in, square feet devoted to making some kind of an arena, racetrack, casino, whatever) cost 1 gil for 3 square feet. The more square feet you have devoted to a variety of games, the easier it is to attract people to play them. You do receive tax income if you have people living there permanently, and you will also receive a certain amount of income per season based on coordinator's call and various factors, but if you build and market a good venue you can make quite a bit of money.


You can spend increments of 100 gil on advertising for any given thing (such as open housing, entertainment venues, or even joining the army). Advertisement will provide quicker results for whatever it is you're trying to sell, possibly even increasing your revenue, depending on how you spend it. More advertisement gives greater results, but a wise ruler will try to spend as little on advertisement as possible to receive the greatest gain from it.

Other Crap:

You can build various things to improve your citizenís lot in life. Some things are probably a good idea, like a sewage system and a well/aqueduct/water delivery system. Other things arenít as important, such as entertainment. The rule of thumb is whatever you can think of that your city might need, you can buy it. Assume that any facility you want to create costs 10 gil per citizen it services, and can only be bought in increments of 1,000 gil.

More will be added later as the game progresses. I'm trying to keep this simple for the initial launch, but more options are something I heartily endorse. If there's something you want to build that you are unsure of, PM myself or a co-coordinator and we'll discuss it and give you a price.

Concealing a City

If you want to conceal a city or base, double it's price, come up with a plausible concealed location, and PM myself or a coordinator the specs of your city so we can log it.

12-05-2007, 05:32 AM
So food cost money but is that a one time cost or is it seasonal? Same for pretty much everything actually.

Behold the Void
12-05-2007, 07:30 AM
The only things that cost upkeep are soldiers and chocobos. Everything else is just a one-time cost.

I've put a template in my first post. That should hopefully make this easier for everyone. I tried to keep it flexible and uncomplicated, but unfortunately I'm not the best at keeping things uncomplicated.

12-05-2007, 03:59 PM
Reading through this, I also find that we get one gil per populace so what does the tax rate do?

12-05-2007, 04:09 PM
I believe the tax changes the gil payout depending on the taxation rate, as in 25% tax would give you 0.25 gil per person as opposed to 1 gil per person, and raising the tax rate to 125% would give you 1.25 gil per person.

12-05-2007, 04:26 PM
Yet another question. It says
"Outer walls cost 1/2 and 3/4 the cost of the keep respectively."

Respectively to what? The keep/castle? It is the same thing so I don't understand how to use this.

No doubt I will have more questions as I read further.

Aerith's Knight
12-05-2007, 05:26 PM
iam gonna start planning and drawing.. to make a map of how i want it to be, including facilities and armorments, cities, walls, keeps, farms, etc

im really enjoying this :)

can i build a wall where there is no city? as to pre-emp stop a incoming army, and set up a few main roads that leave out of the nation for trade and such? if so how much would this cost(i understand it is something to be done when far into the game, but i dont really need airships that much :p)

Behold the Void
12-05-2007, 06:39 PM
A keep itself is just the central castle unit. Surrounding the keep with walls is expensive, a first wall surrounding, say, the middle-priced keep (which costs 30,000 gil) will cost 1/4 the price you paid for the keep (in this case 7,500).

Chaos is the Key is correct on how tax rates work.

Show me where you want to make the wall and I'll be able to give you a price for it. Soon, the other coordinators will be able to do this too, but I have to teach them how to do their job first.

Aerith's Knight
12-05-2007, 06:40 PM
A keep itself is just the central castle unit. Surrounding the keep with walls is expensive, a first wall surrounding, say, the middle-priced keep (which costs 30,000 gil) will cost 1/4 the price you paid for the keep (in this case 7,500).

Chaos is the Key is correct on how tax rates work.

Show me where you want to make the wall and I'll be able to give you a price for it. Soon, the other coordinators will be able to do this too, but I have to teach them how to do their job first.

around my entire empire :p.. thats why its so expensive.. but what is the scale anyway?.. how big are cities map wise?

Behold the Void
12-05-2007, 06:55 PM
It depends on the population, but most cities will be fairly large dots on the map.

That wall is going to be an ongoing project for you, I'll map that out and get back to you via PM.

Aerith's Knight
12-05-2007, 07:11 PM
how often will we receive taxes? .. every day or every week?

Behold the Void
12-05-2007, 07:17 PM
Every week. You also pay upkeep on your soldiers, police and chocobos every week.

12-05-2007, 08:02 PM
This is exciting. Where do you post all of this info? In the map region thread?

Behold the Void
12-05-2007, 08:04 PM
Yeah, build your kingdom there. Each one gets its own thread.

Edit: CRAP! I just realized that the races didn't get posted on. No wonder people've been having issues there. It's up now.

Aerith's Knight
12-05-2007, 08:29 PM
yaay.. i can use Cetra as a race

12-05-2007, 08:29 PM
This seems suspiciously like the Civilization games.:)

Behold the Void
12-05-2007, 08:31 PM
This seems suspiciously like the Civilization games.:)

I do love me my Civilization.

Cetra are basically humans, so use that. You can say they're Cetra but it won't have any major effect.

Nominus Experse
12-05-2007, 10:07 PM
Do you think we could add dwarves to the list of races? I know they would work well in mountainous areas, arctic regions, and the volcanic regions also.

Aerith's Knight
12-05-2007, 10:59 PM
dwarves are on the list of races

Nominus Experse
12-05-2007, 11:12 PM
Are they under a different term then, because I can't see them, nor can Mozilla.

Aerith's Knight
12-05-2007, 11:29 PM
Are they under a different term then, because I can't see them, nor can Mozilla.

Recurring Races

See also: Dwarf
Image:Dwarves FFIX.jpgDwarves are a race of short humanoid creatures originating from Norse mythology, that appear frequently in high fantasy (most notably the works of J. R. R. Tolkien), and role-playing games. Dwarves are much like humans, but generally living underground or in mountainous areas. The dwarves debut in the Final Fantasy series in Final Fantasy, where they provide a waterway for the Light Warriors' ship. Later in the game, a dwarven smith forges the legendary sword Excalibur (based on the Arthurian legendary sword) from the metal adamantium.

Final Fantasy III and Final Fantasy IV both contain a dwarf civilization

Nominus Experse
12-05-2007, 11:37 PM
Ah, I wasn't aware we could pull races from the wiki-page. I thought the text was simply there as a resource for people who didn't know what a nu mou or moogle or etc... might have been.

Either way, I am happy knowing I can have dwarves.

Aerith's Knight
12-05-2007, 11:56 PM
Ah, I wasn't aware we could pull races from the wiki-page. I thought the text was simply there as a resource for people who didn't know what a nu mou or moogle or etc... might have been.

Either way, I am happy knowing I can have dwarves.

i see your easily pleased

Behold the Void
12-06-2007, 12:04 AM
I considered having Dwarves, but I decided against it. I'm not entirely opposed to the idea, but I wanted to see if anybody wanted them. Dwarves are recurring in many series, so if you'd like to have them I will allow it.

12-06-2007, 01:00 AM
Just an idea, under Warehouses, can you convert the unit of months to seasons for amount of food per person? I was just thinking since everything else is calculated every season, it might be easier. :)

Behold the Void
12-06-2007, 01:05 AM
It was supposed to be, I just accidentally typed month. Fixed.

Aerith's Knight
12-06-2007, 01:10 AM
could you make a list of the cost of everything?.. so i can calculate what things cost using formulas in excel..

12-06-2007, 01:24 AM
Most things prices are already listed, but if there are any specific questions (anything but walls) feel free to ask me directly in PM.

Aerith's Knight
12-06-2007, 01:34 AM
can i call my chocobo breeding farm, chocobo ranch :).. with old sage as the breeder :p

12-06-2007, 03:58 AM
It was supposed to be, I just accidentally typed month. Fixed.

Oh thank god! That makes things infinitly cheaper XD

12-06-2007, 04:13 AM
Why would you want a smaller tax rate >_> if you get more money with more?

Clouded Sky
12-06-2007, 04:14 AM
higher taxes = unhappier people

12-06-2007, 05:00 AM
whats the max amount of races you can have in your coutry, cuz i want 3! mithra, tarutaru, and moogles :\

Behold the Void
12-06-2007, 05:22 AM
In theory you could have all the races in your country. There's no limit, but there tends to be a few main races.

12-06-2007, 07:37 AM
Can my research facilities research an invisible force field that will go around Rengoria in case of mako cannon and long distance attacks? :P And how long would that take to research/create? And how many research facilities researching that can I have in the city?

Behold the Void
12-06-2007, 07:39 AM
You can have one research facility in each city, the best way to research a singular item is to just make a big facility in one place (smaller facilities in other places can help, but until you develop telegram and other communications-based steam technology it's harder for them to communicate and not as efficient). In your case, for barriers you're going to want magitek over steam tech. It'll take a good amount of time, but you'll be developing smaller barrier magitechnology as you build your way up to it.

12-06-2007, 11:23 AM
Do military men and policemen count towards the population, even though they are removed from the population count when putting the info in your Kingdom Thread?

12-06-2007, 12:13 PM
The soldiers count for purposes of food and housing, but not for the purposes of taxes, other than for their upkeep, say you had a city of 30,000 people and 10,000 soliders, you'd need housing and food for 30,000 people, but you'd only get taxes from 20,000, and the 10,000 from the upkeep would be deducted from the tax you get form the 20,000 general populace. As for police, I don't know because I'm not using any xD

12-06-2007, 04:52 PM
Only 10 people per ship SUCKS. To wage war you would need like 1000 ships just to bring your armies over to attack.

12-06-2007, 04:57 PM
You can increase the size of the ships, so you can have higher crew limit ships, and it says 10-crew, if that follows real world logic, that's the crew to run the ship, and not how many people fit on the ship.

12-06-2007, 04:59 PM
That makes more sense...how many people can we cram onto ships then?

Behold the Void
12-06-2007, 05:15 PM
Ship passengers are equal to twice the number of crew, lemme add that to the thing real quick, I apologize.

Also, you can delay ship production. Normally, a full ship is built every season, but you can delay it and continue to increase its size. So if, for example, you could make a 50 crew ship and want a 100 crew ship, delay for one season and you can make that instead.

12-06-2007, 05:44 PM
So would ships we claim to have when creating our cities be built right away for immediate use or would we have to wait one season before we can set sail?

12-06-2007, 07:09 PM
I believe that everything created in the original thread post is created as of that post.

Behold the Void
12-06-2007, 08:00 PM
Yes. If you have facilities to breed chocobo, create airships, or whatever, you can have one season's of production immediately.

Also, clarifying taxes. Regular citizens provide income, police and soldiers cost upkeep and do not pay taxes.

12-06-2007, 08:43 PM
For further clarification purposes it's 1g for weapon and 1g for armor for light gear, and 2g per weapon and 2g for armor for heavy gear.

Behold the Void
12-06-2007, 09:37 PM
I added prices for Barracks, so that you can free up normal housing to increase your taxpaying population. If you start with enough Barracks, your normal population will max out. You still need to feed everyone, of course.

12-06-2007, 09:52 PM
More questions XD What can I say? I think long term and want to make the best most strategic move possible to start instead of learning new things down the road.

So what is the max citizenry population?
Does your population ever increase on its own due to citizenry offspring?
Is there a max barrack limit?

Thank you

Behold the Void
12-06-2007, 09:56 PM
Population limit is however many houses you can cram into your land. Upper limit for cities is around 200,000 for a REALLY big city (that's about equivalent to Medieval Moscow).

Population will increase and decrease based on various factors, but will never increase past the housing you have provided. Population maxes for country creation, but beyond that you build houses and the population will slowly start to climb during the seasons.

There is no max Barrack limit.

12-07-2007, 07:31 AM
Question about keep pricing in the first post:

You have listed the sizes of keeps ranging from 1,000 - 15,000. You say the basic keep is 10,000 above that. Is the basic keep the first in the given list and the list actually supposed to be 10,000 - 150,000?

Behold the Void
12-07-2007, 07:54 AM
The basic keep is the first on the list, yes.

12-08-2007, 09:48 PM
Question. Do facilities like sewage system and stuff like that cost the same as housing or for food production like farming?

Aerith's Knight
12-08-2007, 09:56 PM
services cost 10 gil per person in your town

12-09-2007, 06:08 AM
can i make a city that is nothing but i giant choco arena,for racings and maybe further down the line, an amusement park? like golden saucer?

edit: i want it equipped with a track, casino, amusement park, hotels, spas, and possibly maybe a nude beach >< :p

Behold the Void
12-09-2007, 06:51 AM
Capacity of an entertainment area is 5 gil per person, as well as however many staff members you need to run it who will need actual housing. I'll put up rules for that now.

12-09-2007, 11:50 PM
neat, but im still making a nudist colony no matter what :p

Aerith's Knight
12-10-2007, 12:14 AM
whats with you and a nudist colony?.. did you go there on vacations?

12-10-2007, 02:03 AM
lol yes, and so can other peoples of the world :p

Aerith's Knight
12-10-2007, 02:11 AM
hmm if pretty girls that look like FF girls go to nude beaches im beginning to understand why there are lurkers with binoculars there

12-19-2007, 07:01 AM
So I want a chart that explains research expansions to level up of technology because this all seems completely made up and random as crap. Sorry but it does. Joy and I are complain-a-holics XD

Behold the Void
12-19-2007, 07:03 AM
Yeah, well, it's based more by feel because I haven't planned it yet. So suck it up! I'll have something shortly. I wasn't expecting people to have over 200 expansions on one facility right off the freakin' bat.

12-19-2007, 07:04 AM
We have to research our natural resources to see what uses they can be put to, right?

Do we do that using steam or magitek?

What exactly CAN we research using our steam and magitek research facilities? Is there a list?

Behold the Void
12-19-2007, 07:13 AM
The problem with defining research is that it's intended to be open ended. Let me break it down as well as I can.

Initially, the idea was a basic, research academy would finish a level of research in as many seasons as the level of research. I believe the system will work a bit like this (I will go through and revise everyone's tech appropriately).

10,000=1 season per level.

Each doubling of the research facility size will knock a season off the research time, so...

20,000=2 seasons equivalent

40,000=3 seasons equivalent

And so on and so forth. This will probably be the standard I'll go with.

As far as what things can do, this is an idea of what they are:

Magitek: Magitek uses machines as a base and powers them with magic. It tends to use gemstones as focuses, and can be applied to any number of materials.

Steam Tech: Steam Tech is pure technology. Steam power provides an efficient energy source which can be used to power different functions.

As far as what you can research, the idea is that anything you can imagine you can potentially research, which is why there's a certain amount of ad hoc in the system. I want someone to be able to say "I want to make a 20 meter tall mecha that breathes fire and levels cities!" and I can respond with "Great! Start pumping money into Magitek 'cause you're gonna need it!"

Does that make any sense to you guys?

12-19-2007, 07:24 AM
Question. Is Magicite or Gemstones Required for Early Magitek?

Behold the Void
12-19-2007, 07:31 AM
If I mention a gem focus in your technology (barriers need this), then either a gemstone, crystal, pearl, or other such item is required.

12-19-2007, 07:46 AM
So then my Research on tanks is going to be boosted since my Research facility is at 30k?

Behold the Void
12-19-2007, 07:48 AM
Slightly, yes. The system has been fully explained in the first post, I am now going back and fixing everyone else's thing.

After I edit the first post again and talk about open-ended research and how it's supposed to work.

12-19-2007, 09:01 AM
So every time you double spending on research, you get an extra point?

So $10,000 is base, then $20,000 is two points, and $40,000 is 3 points, and $80,000 is 4 points?

Behold the Void
12-19-2007, 09:03 AM

A bit clearer on Chocobo breeding, too. In that people need to specify traits they're breeding for.

12-19-2007, 09:55 AM
Wow, I can research like crazy. Magitek go!!

Loony BoB
12-19-2007, 09:57 AM
Yeah, well, it's based more by feel because I haven't planned it yet. So suck it up! I'll have something shortly. I wasn't expecting people to have over 200 expansions on one facility right off the freakin' bat.
Make early-stage limitations on how many expansions you can have, then. :p

EDIT: How does housing work for police?

12-19-2007, 05:48 PM
So let me see if I have this research thing correct then

10,000 = 1 point
20,000 = 2 points
40,000 = 3 points
80,000 = 4 points
160,000 = 5 points
320,000 = 6 points
640,000 = 7 points

Each level costs its level in points
Level 1 = 1 point
Level 2 = 2 points
Level 3 = 3 points
Level 4 = 4 points

I get it now...as long as I am right.

Behold the Void
12-19-2007, 09:43 PM
You are indeed correct, ed.

Police and soldiers both use normal citizen housing, but you can build them barracks, which are cheaper, and allows your normal houses to be filled up with regular citizens. During the country creation stages, the houses will automatically fill back up, but if you build more barracks in game, the houses will fill up at the standard rate depending on the happiness and health of the population.

02-27-2008, 09:30 PM
can you explain how food production works works? is it x farm population to housing, or does each farm pop have a certain crop yeild? also, how much food would you need for each person?

02-28-2008, 05:15 PM
As it says in the rules, 10g farmland or 15g pasture per person, so if you have 10,000 people, it'd be 100,000g for pure farmland or 150,000 for pure pasture.