County+PRE updateThe deadline for county changes is Saturday 23:59.
But before that, it's important to know what you should do!
1. Have SCI in the county, which the admin will consume.
2. Have WOR-points in the county, which are produced and consumed automatically (WOR-x, MGR-x, ASS-x as previously).
3. Have a garrison in the county, or better still, mobile troops. All troops that are pacifying the area, but are not in the county account, need to be told to me separately.
4. You can move all stone away. It is needed in other purposes. It never left the big stone pile in B.9 anyway.5. Tell publicly in the thread, how you want to treat the locals. Use imagination. Telling nothing will not attach you to the county, also it will not yield much either loot or trade goods.
6. Have patience. In 1522, six Quarry companies started, but after a few years they were 4, then 3, 2, 1 and finally none (who continued quarrying). King recently bought 6 chapelries in the wastelands of CryptoTown for 4,500 mil. Compared to this, the opportunity to get your own
County - which is not a chapelry, nor borough, nor farm nor manor, but a whole
town (+ all of the others) for a few billion is just so ridiculously cheap!
If you cannot take the cost side, team up. Do something. It seems reality that even if we now enable building and even if you press the building stone from the peasants, we cannot profitably start 10 new towns. Negotiate. If your army costs 20 mil per year, you can take the risk of cutting the size and wishing it will still be enough, or being creative.
I do not have the luxury to let bad preparations count as if they were good. If everyone received the same regardless of their effort, nobody would soon spend the effort. Every PRE-point has been and will be calculated with 0.1 precision and rounded in the end.
7. Have a CLXII, COH, some DOM+FOIE or whatever you prefer. Take a bit distance. A county in a few years is likely worth either more than CK is now, or both the county and CK are not worth much at all. If you do not want to aim for the big prizes, nor do what it takes (it takes a lot), consider organising the financial burden, or the administration away from you. It is not a shame even to close down your preparations (many a present duke had a quarry in the 1500s, but closed it down).
There is the rule that if you do not advance your county, you may lose it, and the most likely time for this to happen is when you die. The reason for such a rule is that it is well known that people cannot be expected to participate in an internet game for multiple years. IRL comes first for most people. It is not a big deal if buildings in town are left to rot, but whole counties cannot be given to such a freehold as they are too important from the game perspective. (I just felt that now is the opportune time to open up the reasoning behind this rule that originally appalled people and idk - may still do -but it's not going to change anyway.
Manors can possibly be freehold, I'm thinking of the ramifications...)
8. Counties will start popping up manors when they are advanced/pacified enough (and yes the army does count extremely much in this, you just don't see it yet). That's quite sweet considering each manor brings thousands of meat per year and there is no lack of demand.
9. Despite this exhortation, it is likely that the focus with the game is now on the new Building module, and then I will move on to specify the Skills. Countryside will happen in the "slack time". It is realistically needed when we have much more players, and we will have them when Skills is online, as that is the
first interesting new player module in the whole game! (Health is not interesting, and new players can scarcely play anything else.)
10. If you want to involve me in the negotiations concerning what to do with your county, I am concentrating heavily on Building-related aspects, and therefore it might make sense to involve someone else. You know well enough what is coming to make deals!