Levels of Community
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One way to categorize communities, but not an entirely correct way is by number of inhabitants. This is a count of player operated characters and NPC’s.
Friendship (1-1)
There are degrees here. People you have positive social actions with gradually become your friends
Patronage (1-1)
Patronage is the relationship between a Patron and a Proprieter. While the relationship between Patron and Proprieter exists, the Patron has access to the Proprieters offered services directly, and the Proprieter has Access to the Patrons payment (some kind of stat offset generally).
Party (1-7)
A very temporary grouping of people, this relationship should be drawn automatically when possible.
Camp (1-20)
When a party accumulates enough XP in an area it can evolve into a camp. Camps provide buildable space and can be a foci for crafters and traders as well as adventurers to come and expand the camp and keep the fight going.
Camp productivity is based on XP / unit of time for the area, as the camp grows larger, so does the area’s potential productivity.
Raid (20-150)
Fellowship (5-9)
A longer term, formalized agreement between multiple parties. Fellowship is a way of level jumping to high friendship status with a group of 5-9 people. A fellowship must be given some overarching objective and if a member of the fellowship doesn’t return to the meeting point in a week or more, they are considered to have fallen on the journey and may not rejoin.
Village (10-20)
A township is the first form of a true long-term physical manifestation of community. Villages must be contained in the same zone and require the following basic conditions to work:
- Access to clean water
- Access to food supplies (via trade route or direct proximity)
- Access to the materials used in the construction of their village to maintain it.
- A character assigned as leader, with their own home which will become the village’s form of ‘city hall’
- At least one tradesperson
The leader of a village must sign off on construction within his own territory and those who live within his domain contribute to his overall wealth and status.
Township (20-100)
A township must have facility to support a much larger number of people. Townships may still only consist of multiple zones, though their range of influence is much greater than the largest of villages. A township is not considered livable without the following:
- Trade & Travel access to at least one other village or bigger.
- A proper notary (this individual can be made ‘proper’ by the leader of the community)
- At least 3 tradespeople, one trader
City (100-500+)
A city meets the needs of a township but is not yet qualified as a Metropolis, to have a city:
- Population over 100
- All requirements from lower tiers
Metropolis (100-500+)
A metropolis must have everything and the people to back it. Metropolis may be contained within multiple zones. In order to qualify as a metropolis, the city must have:
- At least one full zone under the dominion of the City
- All requirements from lower tiers plus adjusted values for items below:
- Trade & Travel access (direct or indirect) two at least 3 towns or larger by at least 2 means.
- Interior travel access by at least 1 means.
- At least one resident guild hall
- At least one foreign embassy domestic and abroad
- At least 12 tradespeople representing 6 of the trades and 10 traders.
- At least two complete caravan services that offer access to the global market
- Full medical services (Hospital with staff trained in a medical branch)
- Significant justice services, a legal process and a system of laws a guard staff of 1 for every 25 citizens.
Embedded Communities
There are also communities that exist embedded within another community.
Embassy
Cities or larger are able to create embassies in other areas. Having an embassy enables commercial transport to come and go from that location.
Guild hall
Guild Halls can be established in any size community. Having resident guilds grant the city with guild specialty specific bonuses.