Corridor War Rules
Basic Rules
Kingdom Aspects
There are four major areas that your nations manpower can be put to use. They are Agriculture (AGR), Industry (IND), Military(MIL), and Standard of Living( SOL). These four combined represent 100% of your nations capabilities, and are set by the ruler at his discretion. They may be changed as needed, whenever desired, but they must all equal up to 100% when added together.
Each aspects determines a variety of separate things, some obvious, other not so
obvious. Some examples:
IND---construction speed, inhabitation values, production, taxes, tech level
AGR--feeding capabilities, growth ratio, inhabitation growth, duration of military offensives
MIL- -military size and strength, recruit times, unit damage and strength
SOL- population loyalty, efficiency at tasks (times and cost) growth, tech level
These are just some of the ways that these four aspects control the game for the players. Wisely setting them at levels where you need them when you need them will go a long way to
determining how successful your kingdom will be.In addition to setting your overall national levels, which will be posted at your kingdoms
control page, you may also in some cases determine local cities and town aspects differently. For example, at a fortress you may wish to have the MIL higher than the other aspects. Note that they will change from location to location depending on internal conditions, and at some places the 100% rule can be higher, under special circumstances.
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