Importance of the different legitimacy sources
More details about how Legitimacy actually works:
There is several “sources” of legitimacy : legitimacy from religiosity, legitimacy from people’s approval, legitimacy from the Senate etc…
Many policies affect a certain type of legitimacy. For instance, enabling the Senate through the power policy “Senate” obviously increases the Legitimacy from Senate stat.
But a legitimacy source doesnt necessarily have any effect. It will depend on your active Legitimacy policies: these define your “claims” to power.
Each legitimacy policy modifies the ‘importance’ of each different source of legitimacy. It can also turn one source into having a negative effect on your final Legitimacy.
For instance: one source is called legitimacy from the leader’s superiority. It represents how superior your leader(s) are perceived in contrast to the commoners. The wealth of the Leaders class compared to the average population is what mostly defines the value of this source.
If you enable the “Divine leader” legitimacy policy ( claiming to be ruling as a god ), then this source will have a positive effect on your final Legitimacy, and it will be best to try to increase it by having your leader(s) as rich as possible.
On the other hand if you enable the “People’s representative” one ( claiming to be ruling in name of the people ), then this source will actually be inverted and have a negative effect on your final Legitimacy.
Nothing prevents you from enabling contradicting legitimacy policies like these 2 together, but it will tend to neutralize all sources, resulting in a very low final Legitimacy.
However having an illegitimate power will not be the end of the world as long as you’ll have enough military authority to repress any unrest.
The finality of State Legitimacy is to be a factor in the calculation of a region’s Loyalty, among other things. Low loyalty will lead to unrest and rebellion.
I’ve added and implemented State power. It is in a way what Administration is to local regions: the ability of the state to manage and do things.
State Power is mainly produced by the different active Power policies. For now it’s only consumed by one thing : all policies cost State power to be maintained.
All policies implemented
I have finished implementing the effects of all the planned policies so far.
I’ve also added 2 new Power ones : Ministry and Parliament.
While the Senate is good if you claim to rule for Common-good, Parliament is good to improve your legitimacy as a People’s representative. Both will eventually get their own special buildings.
A Ministry is a less costly and polyvalent institution providing a decent amount of State power.
The resource menu gives all the details regarding a specific resource in a region.
On the right, the menu gives you details about the pricing of the resource and allows you to understand why it costs this amount of coins.
Several factors defines a resource final price.
– Market study is the base factor. It’s the ‘ideal price’ estimated by the merchants of this resource to make the highest income selling it, studying who wants this resource and what’s their purchasing power.
They also consider what industries consume the resource and what they do with it: If an industry produces a highly priced product out of their material, the merchants will also raise their market price.
– Supply/demand factors are how the prices are affected by competition. Either competition between merchants ( higher offer -> lowers prices ) or between clients ( higher demand -> increases prices ). Its separated between the Market one ( population ), and the industrial one ( industries using this resource as a material for production ).
– State supply/demand is the influence of the player on the resource price. Consuming a large amount of it at once, leaving the stocks empty, will increase prices.
– Production cost is the influence of … production cost on the resource price. The price of a resource will always increase to ensure a minimum +1 benefit to those trading it, so if a resource costs 8 to produce, its minimum price will always be 9. If that resource was supposed to cost 6 so far, the ‘production cost’ effect on price would then be 3, to ensure this minimum of 9.
Might have to rename that though, to avoid confusion with the actual production cost.
The actual production cost is the average cost of the different required materials to produce one unit of the resource, and is only for resources produced by industries.
If it takes 2 units of clay to produce 1 pottery and the price of clay is 2, then the production cost of Pottery is 4. Here because the resulting price is 15 anyways, production cost therefore as no effect on the final price.
Resource production and consumptions
As you can see this menu details all the different sources of incomes and outcomes of a selected resource. There you can check things like its production cost, or the amounts supplied and demanded by both population and industries .
I’ve implemented and added 3 storage policies. Each resource type can have its own storage policy.
A storage policy defines a general rule for stocking that resource:
The default one allows the resource to be stocked in any available storage building.
The “only in restricted” one means the resource will only be allowed in storage buildings specifically allowing this resource. They will not go in non-restricted ‘universal’ storage buildings. If there is no room, the resource is destroyed. This way you can now avoid having a single resource spamming all your ‘universal’ warehouses and make sure it only goes in the ones you created specifically for it.
And at last, the 3rd option simply forbids any stocking of the resource, if ever you need this for some reason. So any income left after distribution, exports and industries is simply discarded.
Also… Moving buildings
It’s finally possible to move buildings. For now its free and it just takes the time to rebuild the building elsewhere.