Code: Select all
INTERNAL REPORT
  Safety          : Poor
  Morale          : Good
  Religion        : Good
  Economics       : Good
  Defense         : Substandard
  Corruption      : Poor
  Health          : Challenged
  Infrastructure  : Substandard
  Education       : Average
  Food            : Excellent
  Class Relations : Ordinary
  Race Relations  : Poor
FOREIGN RELATIONS
  Farin           : Challenged
  Tubor           : Ordinary
  Vandago         : Substandard
  Vavard          : Challenged
  Daravi          : Pathetic
Examples of automatic measurement:
+ Guild oriented activity (Order Activity might boost Religion & Education, Knight Activity Safety & Defense, Reeve Activity Safety & Corruption, Troubadour Activity Morale and Foreign Relations, Merchant Activity Economics and Foreign Relations, etc)
+ Religion - suggested % of Davites in game versus others might form a base measurement
+ Health - number of treatments a doctor gives in a month
+ Morale - number of pmote performances in RP in a month
+ Other suggestions?
Examples of potential metric consequences:
Good corruption might mean mail wait times to receive are reduced.
Poor corruption might mean mail takes longer to be received.
Good economics might mean that money earns interest in banks.
Poor economics might mean that a small % of each bank transaction is lost.
Poor health might mean that people heal more slowly across the game.
Good health might mean that people heal more quickly across the game.
I'm not sure those particular things are good ideas, but I am curious what people think about:
1) putting the metrics into the day-to-day hands of players to adjust through IC action,
2) giving the metrics some real consequences, and
3) if we do decide to go that far, what metrics and consequences they would suggest.
