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Introduction

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--WIP--

Basic introduction to the fundamental changes designed as a new player's first stop. Not meant to be an in-depth look at any one feature, just enough to be able to reference them in later more specific articles without having to explain everything everywhere.

Each category will link to a more in-depth article explaining that topic.

Development to Population Edit

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Dynamic Population Changes Edit

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Rural Pops Edit

The agrarian base of society.

Urban Pops Edit

The juicy, productive, taxable city dwellers.

Upper Class Pops Edit

A bit unclear at this point ;p

Food Edit

Grown by rural pops, eaten by everyone

local sub-continental pools for most Pops

Some exported to continental level

Wealth Edit

Another massive addition to the game!

Urbanization Edit

briefly explain how urban centers affect production, trade steering, tax

Disasters Edit

Here disaster refer to "Works of God" rather than the civil "disasters" paradox implemented in the [what's that tab called again...] screen like civil wars. They will be discussed somewhere else, ehh this naming is confusing.

Plagues Edit

While the most devastating outbreak of the Black Death swept through Europe shortly before game start, smaller bouts of plague will hit pockets for the first 150 years. Plague will first appear in an important coastal Center of Trade and will spread to the surrounding region. Plague will rip through populated provinces easily and with devastating effects on urban and rural populations. It will have difficulty, however, spreading across harsh terrain or expanses of low population, reducing in strength until eventually petering out. Besides spreading through adjacency, plague infested ships will cause outbreaks semi-randomly in other CoT, with the more prominent centers having the greatest chance.

Plague can ravash populations immensely, often killing between ____% and ____%, but unlike other disasters it leaves wealth relatively unaffected. Additionally, if a country is wealthy enough, measures can be taken to mitigate the intensity, but not nullify it completely.

Famine Edit

A famine represents a large scale food shortfall severe enough to stifle population growth, cause wealth to be spent on food imports and potentially devastating mass die offs. Famines occur at the regional level and are caused by a combination of severe weather conditions, poor local food availability, overcrowding, looting and province trauma in general. While they trigger at a regional level, each province will be affected differently based on the conditions on the ground.

Famines tend to hit on the heels of other trouble, so be remember that getting half your country looted hurts, but watch out for a famine to sweep in and exacerbate your citizen's plight.

Looting Edit

When a province is sieged, a portion of its wealth is deducted from its total wealth pool with some being destroyed and the rest being transferred to the victorious army's coffers. The amount of loot seized is largely influenced by the Loot Policy chosen at war's start, with greater looting leading to lower combat effectiveness. After signing a peace treaty, countries choose how much loot the crown receives compared to the soldiers. The crown can claim anywhere from 10% to 40% [not verified], but higher portions will anger the soldier leading to moral hits and unrest [not verified].

While loot can go a long way to paying off war debts or financing a new building project, the main benefit is the wealth that is distributed to your country's provinces from the soldier's portion. This boost to Rural Wealth is used for a host of things including: increasing Farming Efficiency, Rural Production and warding off Famine among others.

Cracking large cities may be more difficult with their greater defenses, but can yield huge payouts for the victors and set you back thirty years if it's your unfortunate city.

Trade Edit

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Production Edit

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Rural Production Edit

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Urban Production Edit

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Edit

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