I've been thinking about this revenue system for the past few days. Like Krahhl said earlier, round revenue must be related to number of players, otherwise players who joined WoE early, would get tons of revenue, while players who join later, would get peanuts.
We should have a
total revenue generated based on number of players in WoE, for example 50
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generated per player. This total revenue would then be divided into
410 shares.
12 x Cities: 6 shares
24 x Towns: 3 shares
122 x Others: 1 share
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TOTAL SHARES: 410
There are 158 hexes that can be controlled (Outlaw City and Omnitron are always neutral). Each hex generates revenue based on whether or not it has a city or town on it. Cities take 6 shares, towns take 3 and all other hexes take 1 share.
Example: There are 100 players in WoE. Total revenue generated is 5000 :electum . This would mean that one share is roughly 12.2
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, which would mean that hexes generate revenue as follows:
City hex: 73
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Town hex: 37
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Other hexes: 12
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While this might sound very complex, it's actually very simple because we use Google Docs spreadsheets which can do all this boring math automatically. We should also be able to do a script that distributes revenue to character sheets automatically.
All this is still subject to change of course, especially that 50
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per player, which is just a random number I took from thin air.
Post any comments or ideas. Thanks.