Hi, all. I`ve chewed over all that data Kenneth posted to the list last
week, and decided on how to rank villiages, towns, and cities in my new
generic domain system. I had been having difficulty deciding just how
much more prosperous a large city would be over a small town or village,
etc. Note the numbers here are meant to be linear. This is what I have
decided on until someone points out something wrong with it:

Realm Levels:
0: Hamlet ().
1: Villiage.
2-3: Town.
4-5: Large town ().
6-9: Small city (Proudglaive).
10-17: City (Aerele).
18-25: Large city (Free City of Ilien).
26+: Metropolis (Imperial City).

I started by assuming a villiage was only a level 1, while a medium city
was level 10 or higher. I just extrapolated the rest from there.

To create larger units to work with than individual towns and cities,
simply sum together all such settlements in the desired region. In this
way a province can be created out of a city, two towns, and 8 villages,
to create a level 25 or whatever province. Kingdoms can also be created
in this way.

Here is my Imperial City Metropolis. Note it is a level 50(!) city,
leaps and bounds beyond any other individual urban settlement in my
system. Note I have divided up the various districts of the Imperial
City into units of their own, instead of working with it as a whole.
This is because my current campaign is a small-scale role-playing
campaign in the IC. Other GMs could wrk with the IC as a single level 50
unit. Note I use the map that the old Online City project created.

Example: Imperial City(50).
Fishers Harbour(5)

Gold income is generated as follows: Since the realm levels are linear,
it is easy to simply add up all levels of a single type in a domain and
multiply that by the income per holding type. Note I am using Law as the
primary holding for population taxation, not the province holding itself
as in the boxed set. Also, I introduce the Conclave holding which is a
non-mebhaighl arcane holding meant for non-BR settings, and the Theatre
holding which represents large-scale performances such as plays,
circuses, concerts, etc. Theatres are of course meant for Bards and can
affect the loyalty of a population just as Temples can. Note also that
the incomes are meant to be by month instead of season. I am simply
following my "lowest common denominator" rule here. Tell me if you think
it is too little or too much. Here is the list:

Domain Income per Month:
Law: 100gc.
Temple: 75gc.
Guild: 200gc.
Conclave: 25gc.
Theatre: 50gc.
Source: 0gc.

There will be varaibles to the income. I am working out the details, but
it involves rolling against a DC every month to see if you get the base
income, get more, or get less. The DC is calculated based on
environmental conditions such as nearby warfare (which is a bad thing),
the alignment of the general population (chaoticness/lawfulness of the
general population can be a factor in the support of large institutions,
IMO), and the current season (autumn is a great time to tax, winter a
poor time, etc.). Then there are modifiers to the roll, based on how
skilled or powerful the regent is, how efficient the government style
is, and how heavily they want to squeeze money out of their people.
Here`s what I have so far:

Taxaton Mobifiers to Check:
Light: +4.
Moderate: +0.
Heavy: -6.
Severe: -10.

Seasonal Modifiers to DC:
Spring: +0.
Summer: +4.
Autumn: -6.
Winter: +8.

Alignment Modifiers to DC:
Lawful: -2.
Neutral: +0.
Chaotic: +2.

War Modifiers to DC:
Peace: +0.
War: +6.
Recovering: +2.
Long-term Peace: -4.

Each point rolled above or below the DC adds or removes (respectively)
5% to the total domain income for the turn. Example: The domain is 34
levels of Guilds, meaning base income is 6800gp for a single month. If
the Income DC is 22 and the player rolls a 25 after all modifiers, the
domain`s income is increased by 15% for that turn.

The GM is free to interpret this variation however they want. Not all
holdings in the domain have to share this same percentage variable
equally. It can be explained that some individual holdings do
exceptionally well or poor, while others may have performed only
average, as long as the overall variation is the above result. Likewise,
an increase of 25% may be a great treasure that the PC can easily find
on an adventure.

Also, the GM may reserve some of the increase or decrease in income to
introduce during that month as an adventure hook or reward. For example,
if a character`s domain looses 25% of it`s income one month, the GM
could use that by saying the treasury was robbed by a master thief who
left behind a cat`s-eye marble as a calling card. This could introduce a
new villian and throw the PC into an adventure to track down this master
thief and posibly get thier money back.

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