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Total Area: 1,000,000 sqm
Realm Size Value: +19
Resource Points: 50 (20 Agriculture Points, 5 Luxury/Precious Goods Points, 10 Natural Resources Points, 15 Workforce Points)
TL: 3
Cultural Traits (-1%%): None/Second-Class Citizen*
Realm Inhabitant Racial Traits: None
Population: 10,000,000
Citizen Loyalty: Neutral (10; +2)/Poor (7; +1) †
Infrastructure Rating: 3
Control Rating: 4/5 **
Conformity Rating: 2
Openness Rating: 2
Government Type: Bureaucracy/Feudal
Economy Type: Capitalism
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Defense Bonus and Terrain: 1; Mixed
Education Rating: 2
Management Skill (0%): 12
Habitability: Neutral (11)
Reaction-Time Modifier: +10 ‡
Realm Enhancements (+10%): Clear Routes 1 (+10%)
Realm Limitations (-53%%): Corrupt 2 (-20%); Disloyal Citizenry 1 (-3%) §; Inactive Realm 2 (-10%); Inefficient 1 (-15%); Light Taxation 1 (-5%
Social Resonance: 0
Patron Value: 30 points
Enemy Value: -40 points
Realm Value: $2,352,000,000
Military Resources: $202,125,000 **/turn
Revenue: $525,000,000 **/turn
Starting Revenue: $23,520,000
Inhabitants’ Status: -4 to 8
Inhabitants’ Wealth: Dead Broke to Multimillionaire
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Notes: Starting RP Cost: $1,050,000,000 Second-Class Citizen applies to 25% of the population. This accounts for ethnic/religious minorities, recently annexed territories where the inhabitants have less rights, and slaves (who also are Status -4, and technically should be Valuable Property). It does not apply to serfs (Status -3) who belong to the ethnic/religious majority. CR 5 applies to Second-Class Citizens.
About 50% of the military budget is related to the emperor’s standing army, which is a crucial factor in maintaining the empire united. The remaining 50% amounts to the local lords’ feudal military duties.
The Empire is the largest state in the continent, controlling most of it. Typically, it’s a big patchwork that is bursting at the seams and fraying at the edges. The one good thing going for it is its infrastructures, which are reasonably good in general, and particularly good when it comes to its military highways (whence Clear Routes 1). Another aspect that has improved over recent decades, in part also due to those Clear Routes, is trade; market cities, international trade and the ascending merchant class are now providing a sizable contribution to the emperor’s revenues.
On the contrary, the government and administration, which patches together an unwieldy imperial bureaucracy with standard feudal power bases, are a mess, with rampant corruption and large-scale inefficiency. The state machine is slow, even for a bureaucracy, and seldom works well. Its very size and complexity (a highly stratified society with the Emperor at Status 8) work against it. A RTM of +10 probably makes it the slowest-reacting realm in the continent.
In addition, it’s not a nation-state, and it shows. About a quarter of the population is looked down upon, as a mish-mash of minority ethnic groups and/or religions. Recently annexed regions typically also fare worse than the older parts of the Empire. Unsurprisingly, these minorities are less loyal to the state than the rest of the population, which anyway isn’t that fond of it. Side effects are relatively low Conformity and Openness.
With Education Rating 2, the Empire is relatively better off than other realms around it, and its technology is at a mature TL3. It’s somewhat admired for that. On the down side, it’s imperialistic; neighboring states are at best wary about it. On balance, this gives Social Resonance 0.
* Second-Class Citizen (-5%) applies to 25% of the population (thus -1%).
† Includes +2 from CR 4/5; Neutral (10; +2) applies to 75% of the population, Poor (7; +1) applies to 25% of the population (Disloyal Citizenry 1).
‡ Includes +1 from Bureaucracy government and +2 from Inactive Realm 2.
§ Disloyal Citizenry 1 (-15%) applies to 25% of the population (thus -3%).
** These figures are calculated by applying tax-related CR 3 (due to Light Taxation 1) to 75% of the population, and CR4 to the remaining 25%. Military Resources also get +5% from Feudal government.
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