Tentative and updating feature specification of the Intermediate Version
(to be fully playable by the end of the current Ultima project end 2015)
1. Character1.1. PC1.1.1. Attributes1.1.1.1. DefinitionCharacter attributes are properties which increase the player bonding to the character, and/or enable customization to create a character that gets a head start towards a certain play style. A points system will be used for customization to ensure variety and fair start for non-depositing players. The price of points will rise exponentially to allow rich players to get good start but make it expensive. (This is fair because they are anyway able to spend their money to give them advantages, so the price will just be balanced with the other opportunities.)
Attributes are largely unchangeable during the lifetime of the character.
1.1.1.2. GeneralAgeCan be 15-50. It is somewhat difficult to balance this because older characters have realistically earned their Masters, and are therefore capable to earn much money immediately, which is a call to character farmers who spawn free characters and earn 2 XMR per week with 10 minutes' work until they die in 3 weeks, and start over. This is not desired. Perhaps allow more than 30 years age only for depositors, or make higher age a kind of slow play where the character does not have much skills, but also starts with much better health than the age peers many of whom are dead already.
SexI don't know what to make of it. 95% of players are and will be men. Perhaps an unrealistic choice of completely disregarding the effects of gender on everything?
1.1.1.3. TraitsHeightAs a measure of physical status and wellbeing, this also affects the quota of eating and drinking (while not affecting the size of the health challenge). Taller characters can eat and drink more, resulting in better alleviation for the same money, or savings of money for the same result.
LooksOn the outset, largely a vanity item, but tends to indirectly affect everything in life
IntelligenceHigher Intelligence gives a bonus in acquiring skills, particularly Scientific ones.
DexterityBonus in trades that require hand skills, smaller one in mind skills.
AgilityVery good bonus in acquiring certain physical skills such as Horseback (riding) and related to outdoor life and military, thus contributing to health as well in an indirect way as healthy activities are more interesting with the bonuses.
HealthAffects the starting health directly.
1.1.1.4 DiscussionWhat we need to make is a system that is easy enough to use when a Visitor turns to Stranger (this would happen after 30 minutes of wandering around, chatting, receiving gifted MEAD and reading tutorial messages). It needs to be balanced both between choices, and how the traits affect the game. The number of traits needs to be correct, I believe 5-9 is the sweet spot. Another thing is what is the resolution of them. Possibilities include:
- A trait is a 1/0 bonus, which you have or don't. No "negative values".
- 3-tier system where you can pick good ones at the cost of bad ones (with perhaps 1 good for free), others being "average"
- 4-tier system with "bonuses only" (no trait, trait, most trait, very trait), but this does not parse well with some of them
- 4-tier system without centerpoint, making it impossible to be "average"
- 5-tier system aiming to get a realistic distribution of traits among characters, with good extreme being costly and bad extreme giving bad value for the points thus saved
- slider system, which requires the effect bonuses to be in a sliding scale as well (allows traits to change during the game, unintuitive for first-timers)
1.1.2. Skills1.1.2.1. GeneralAcquiring Skills can be likened to advancing in the tech tree - rewarding as such, and each skill unlocks bonuses to all fields in the game. Skills once gained cannot be lost, but since they are personal, they cannot be sold either.
It is intended that Skills system is a key feature that interests players.
Skills are implemented as a variable of 0...N skill points, where certain thresholds unlock the "Skill level 1, 2, 3, 4, and 5". Once maximum is reached, the excess is allocated automatically to another skill which is related. It is intended that reaching the level 5 should not happen without lifetime determination, and it is also rewarded with a L7-L9 promotion.
When the system takes shape, a collaborative googlesheet will be opened for the exact specification of effects and bonuses. Assuming 40 skills, this means 200 rows of data to be balanced.
1.1.2.2. Personal SkillsDo not cause promotions.
FamilySpending time with family. Annual cost for the first 20 years from
Family 3: Marriage, provides culture and happiness (reduced health challenge) all the time, relative to the time spent.
SocialSpending time in chat (no AP cost!), peer awards, etc. Reduced health challenge.
ConductScript awards for prudent and worthy play, admin awards. Bonus in culture, will be used as a qualifier for promotions and the like, plus is a prerequisite for certain advances.
MeditationConsuming time, cigars, green herbs and mushrooms. Reduced health challenge, bonus in acquiring the highest level of skills.
1.1.2.3. Labor SkillsBeginner(L3)-Novice(L4)-Expert(L5)-Master(L6)-Wizard(L7).
FarmerExperience. Bonus in Farm labor.
StonemasonExperience. Bonus in Building labor, better levels unlock more advanced labor such as dome construction. (medium learning curve)
QuarrierExperience. Bonus in Quarry labor. (quick learning curve, easy to earn money quickly)
ButlerExperience. Bonus in service labor. Butler "tree" extends as Emissary, therefore butler levels are gained quicker and do not cause promotions as per normal schedule. (medium learning curve)
CookExperience. Bonus in kitchen labor. (medium learning curve)
ChefExperience. Bonus in kitchen labor and restaurant management, better levels unlock better tasting food. (slow learning curve makes the first levels earn less and latter levels more)
TailorExperience. Bonus in wool craft, better levels unlock more advanced labor such as gold/silver embedding. (slow learning curve makes the first levels earn less and latter levels more)
CarpenterExperience. Bonus in making wood items and panels, better levels unlock more advanced labor such as most elaborate. (medium learning curve)
GoldsmithExperience. Bonus in making CKG / CKS items, better levels unlock more advanced labor such as most elaborate. (slow learning curve makes the first levels earn less and latter levels more)
BlacksmithExperience. Bonus in making/repairing metal items, better levels unlock more advanced labor such as most elaborate. (medium learning curve)
DriverExperience. Bonus in Driver labor. (quick learning curve, easy to earn money quickly)
ScribeStudy, experience. Bonus in clerk labor.
AssistantExperience. Bonus in clerk labor and management labor.
GardeningExperience. Bonus in growing your own, in garden labor, in farm labor.
1.1.2.4. Scientific SkillsBasics(L3)-Bachelor(L5)-Master(L6)-Doctor(L8)-Wizard(L9).
EngineerStudy, experience. Bonus in engineering labor and in science output.
MathematicsStudy. Unlocks higher levels in other sciences and provides bonuses.
ArchitectStudy, experience (admin awarded for merit). Bonus in culture and science output.
Al/chemistPractice. Bonus in science output.
AstronomerStudy. Bonus in science output.
MysticPractice. Gives random bonuses towards skills.
GeologistStudy, experience. Bonus in geologist labor and in science.
ArchaeologistStudy, quests. Bonus in science and in quests.
TheologyTbd with the Church.
DevelopmentStudy, experience (admin awarded for merit). Bonus in culture and science output.
1.1.2.5. Cultural SkillsMusicPractice, study, experience. Bonus in musical work, increases culture output.
ArtsPractice, study, experience. Bonus in all high level crafts.
1.1.2.6. Management SkillsFarm managementExperience and study. Bonus in Estate management and Farm management.
ForemanshipExperience and other advances. Bonus in foreman positions (lower-middle management of labor-intensive businesses)
ManagementStudy and experience. Bonus in management positions (high-middle management of corps and businesses)
EmissaryExperience and training. Bonus in several kinds of work where a senior spotless guy is needed, culture bonus.
BusinessmanScript-generated based on business activity. Will be used eg. when distribution of some items is needed.
1.1.2.7. Military SkillsMilitary ScienceStudy in Dept of MilSci. Bonus in officer qualities.
Field CombatBattle or jousting experience, training. Bonus in battle value and officer qualities.
ArcheryTraining. Bonus in battle value.
SwordsmanshipTraining. Bonus in battle value.
EnduranceSeveral outdoor activities. Bonus in battle value and quests.
1.1.2.8. Victory SkillsWisdomAcquiring skills, consuming CAN/CIG/MUS/AYA. Victory skill.
CultureMany items and buildings. Victory skill.
1.1.3. Levels1.1.3.1. List of levelsRoyal20 King
19 Archduke
Dukes18 Grand Duke
17 Duke
Landed nobles16 Prince
15 Marquess
14 Earl
Lesser nobles13 Baron
12 Baronet
11 Knight
10 Jungherr
Commoners9 Grand Wizard
8 Doctor
7 Wizard
6 Master
5 Expert
4 Novice
3 Beginner
2 Stranger
Uncreated characters1 Visitor
1.1.3.2. ExplanationsWith a rapid expansion of the game ahead of us, the levels system needs updating. The new system retains the hierarchy but in practice the categories overlap somewhat (as previously).
- Commoner levels will be promoted upon reaching certain level of mastery in a labor or artisan trade. If the trade is not in the system (eg. speculator), other criteria will be used as well.
- Previous Wizard level is split into 3, where
* Wizard is now reachable for characters in every trade in the end of their career, providing much bonuses for the most intricate work and therefore increasing income greatly at the time when health challenges also become more pressing, prolonging the lifespan
* Doctor requires academic concentration but is attainable by 30 if upkeep is not an issue
* Grand Wizard will be given to the most skilled commoners regardless of field.
- Jungherr and Knight are separated, now
* Jungherr is strictly every noble who is minor (14-20), upon age 21 they are promoted to the earned level
* Knight will be promoted from commoners based on special merit
- A new rank, Baronet, is added. Like its historical equivalent, it is strictly a purchased rank, so can be had by sweetening the King's coffers.
- Baron remains the main level to which industrious commoners in Master and higher are promoted.
- Earl, Marquess and Prince belong to the same category, by having counties but not duchies. Culture ("victory points") is the key criterion in promotion inside the category, though gameplay affects as well. To become an Earl, you need to show keen interest to the game and nurturing of other players, because that is needed as Earl. This can be shown the easiest by enlisting to an existing Earl to be a Viscount (practically managing the county for your master - many Earls are busy, and/or have
several counties).
- Duke is an administrative position with work consisting of interaction with other humans (the Earls in your duchy). They have considerable income as a reward from this. A way to contemplate the scope of work is to think of what I have been doing the first year in the game. They will be promoted based on need, and leap-promotions will be seen unlike before. A Marquess or even an Earl may become Duke now if it seems the right thing. Grand Duke is the primus inter pares of the Dukes.
- The mess in the previous L14 level is cleared with the nomination of 1 or more Archdukes, who are designated Royal and concentrate on the strategic management of the game, and of the Royal House with its vast possessions, and participate in the succession of the throne as well.
1.1.4. Decorations1.1.4.1. Definition
Decorations are signs of achievement, and can be added to your full title. They often include the token as well, which is separate from the decoration. The decoration may not be transferred and dies with the character (though some are hereditary and passed in practice with the player, and others can be recreated when the previous holder dies.
1.1.4.2. Badges
Badges are signs of achievements, and range from easy (which will be awarded to everyone in their first year) to very hard (of which only a few exist in the Kingdom). They are always accompanied with copper tokens with badge type, minting year and no other parameters, so will become an interesting thing to collect (both the decorations, and the tokens) because of cheap price and large selection.
Existing "set of 6" badges that are currently unique items, will be converted to the new format, and the COT copper tokens that physically look like badges, as well.
1.1.4.3. Medals
Medals differ physically from badges in that they are larger (copper: 50 g as opposed to 15 g), or made of precious metals, and are often minted to commemorate a certain event and can only be gained by participating in that event. Some medals include a decoration, others don't. MG-5 is a coveted medal that has the "MG-5" or "Medal of the Game, 5th class" decoration, but physically it is 50 grams of bronze. Some other medal might be 50 gram of gold but has no meaning in the decoration sense. "King's Hero Medal" is 50 gram of gold, and a decoration awarded to only 4 characters in the whole game.
Medals will be opened so that not only they can be minted by anyone against a fee, the "decoration part" giving authority will be given to Earls and certain institutions (Church, University), to be used wisely.
1.1.4.4. Titles
No changes. Titles do not usually include a token.
1.1.4.5. Honors
No changes.
1.1.4.6. Orders
No changes. These will be rejuvenated, with not much practical meaning but they add status to whom it is due.
1.2. NPCIt is possible that the current NPC will need a reorganization once again, so that they will supply the bulk of the labor to the market during the time the PC are insufficient. The "owners" will get the money.
1.3. CorpNo changes.
2. Land
2.1. General2.2. Urban land2.2.1. SubdivisionNo changes.
2.3. Rural landRural land is held as a fief from the King, so the nominal owner is the (corporation) County of county_name, which is managed by the Earl (or his subordinate, Viscount). Possibly the country map will be left uncovered, not because it is technically hard to do it, but because changing it is difficult and we do not yet have enough information how best to make it. The Counties do not exist in definite physical locations, rather their parameters are general, including distance to CryptoTown and whether road exists. Economy will be simplified at this stage, but food production will largely move there, and building in the county center is possible.
3. Buildings
3.1. StructuresWe will start to have important previously vaguely implemented concepts such as rural roads. They will be mapped.
3.2. Buildings with floor area3.2.1. Preface
3.2.2. Datatype
3.2.3. Wood buildings
3.2.4. Modular Stone Buildings
3.2.5. Custom Stone Buildings
4. Game concepts4.1. Labor4.1.1. GeneralThe economy takes Labor as an indispensable input in
every quite many transformation process (eg. making vegetables from a field, or hunting deer, or keeping a large palace tidy). Labor is converted from time, and sold to the market where business owners buy it, or spent in your own businesses as is the case of small farms.
There are many types of labor, and when time is converted to a certain type, all bonuses are applied. Therefore, labor units are fungible despite the infinite number of different skill sets the characters have.
4.1.2. Types of Labor
We seek to have approximately the same number of labors as there are skills, but they don't map exactly. Several skills may boost the same type of labor effectiveness, and some skills are not labor skills. Further, certain skills when practiced to perfection, enable a higher detail skill as a bonus in higher levels. The possessor of this can choose to do the high detail work if it is available, but still has the lower skill as well as a backup.