Editing
Trinity:City Mechanics
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=Building The City= A city is much like a character, in that it has levels (based on its population) and classes. Cities also have an analogue to Hit Dice, that being Wealth. A city has six ability scores: '''Force''', '''Mobility''', '''Resilience''', '''Learning''', '''Awareness''', and '''Command'''. Each of these six abilities correspond roughly to a character's ability (so Force corresponds to Strength; Learning to Intelligence; and so forth). Cities purchase these ability scores using the point buy method. A city receives a number of ability points to expend based upon its population. In addition, its population determines its population level (ie, character level). Once the abilities are determined, you can pick from one of three classes for each population level: civilian, military, and a class that indicates a particular force alignment. Each class contributes to the city's Defense, Reputation, Wealth, skills, and feats. Of these, Wealth is the most important (and only fleshed-out one, at the moment). Feats are also important: feats represent city features that go above and beyond what is indicated by the class levels. For instance, defensive fortifications, universities, and factories fall into feats. Once these are all calculated, a city then has a number of derived abilities. They are as follows. Content Disaster Economy Influence on Others Infrastructure Outside Influence Population Resources Leadership Each of these works (theoretically) on a scale of 1-100. In addition to those, the following may also be implemented (but are not, as of yet). Harvest Once these abilities are determined, a city then has a number of link values, as each of these abilities is linked to one another. Events that take place in or around a city impact one or more of these abilities, which then further impacts the rest. Link values are assigned ad-hoc, dependant upon the nature of the city, on a scale of x(1/4) to x4. [[Image:Trinity_City_flowchart_design-3.JPG|center|A City's Event Flowchart]] Whenever a change occurs in one attribute, that change is propagated throughout the chart. For a given event, when it travels down a link, each link strength is halved for each link previously traversed. However, an event can only affect a given attribute once, no matter how many times links would bring it there. The attribute's link still counts for purposes of continuing to weaken link strengths, however. For the time being, the precise effects of the vast majority of these abilities is not determined. While they can be DM fiat'd into usefulness, I would much rather have solid mechanics for dealing with them. Later sections will detail how they function. ===Calculating Attributes=== The following formulas are used to calculate the initial values for each of the attributes. Note that these can change, and the system is designed to allow these values to fluctuate. Whenever the city gains a level, revalue all attributes that are based upon an ability score that changed. '''Content:''' Awa<sup>1</sup> x 5 '''Disaster:''' 0 '''Economy:''' Com<sup>1</sup> + Lrn<sup>1</sup> + Rel<sup>1</sup> '''Influence on Others:''' Reputation x 5 '''Infrastructure:''' Rel<sup>1</sup> x 5 '''Outside Influence:''' 20 - Awa<sup>1</sup> '''Population<sup>2</sup>:''' Level x 10 '''Resources:''' Wealth x 5 '''Leadership:''' (Com<sup>1</sup> + Awa<sup>1</sup>) x 2 <sup>1</sup> Use the ability score, not the ability modifier. <sup>2</sup> This is a simplified formula. Actual formula is... (Level x 10) + Floor{10 x [(Actual Population - Minimum Population) / (Maximum Population - Minimum Population)]}
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information