by HHG » Tue Nov 23, 2010 12:12 am
Bureaucracy will be the main problem to forming an empire. Very few people dedicate 5+ hours a day to this game, and a dozen of those are what you're going to need to manage finances for even a decentralized state. For a centralized state, you'll need about 5 per village under your control. Basically the only way you could manage a large empire would be to have appointed strongmen who have the responsibility of 'taxing' the hermits around the and citizens in their city who would supposedly deliver those taxes to the government. Of course you see the problem, they never would deliver taxes and probably pay off the bureaucrats and clerks to report larger gains than necessary. What does a peasant even have in this game? Low quality wheat, maybe?
Transportation costs are going to be a large problem too. If you want to transport things by sea... forget that. If you want to transport these 'taxes' by crossroads and deliver Q25 Baked Goods to the capital (Supposing you had some good cooks in the regional cities which processed the agricultural products), the tobacco amounts you would need to smoke in order to recover the travel weariness would be astonishing. Transporting the hermits' taxes to the cities are going to be even more problematic. You'll probably only be able to tax the riverside settlements without brick walls and moving this worthless Q10 grain seed back to the city will be annoying. The only things profitable to transport long distances are high Q clay, bricks, soil, or water, high level foraged goods, and ores, few of which hermit farmers have. So what if you just established city-settlements that didn't collect taxes? Downgrade?
Well things like that are already up. The problem will be building those settlements. Most cities in H&H won't accept conquest due to them being more like large families or something. They'll move out if you take the city, and repopulating it with experienced players with good processing skills will be a nightmare. Supposing you managed to do all this, and turn each of those cities into regional trade posts to trade with the local hermits, how are you going to manage taxes? I know most cities really don't have a 'tax' system, and each village member just puts into the common development, but if you have an extended empire, you'll need to. Bureaucratic management will be a nightmare, and the only way to keep the Bureaucrats fresh and happy are raises to powerful positions, not like the job of managing all your resources isn't powerful enough.
Which gets to the next point, conspiracy & Dissent. Eventually your local managers are going to get tired of your collections and stuff, and the Bureaucrats will want more. Naturally a conspiracy will be difficult due to transportation if this game were a realistic medieval simulator. xroads and the forum make this far easier. You'll have Bureaucrats projecting and reporting far larger revenues than those that have actually been brought in, especially if we follow your money idea (at which point overspending leads to inflation), the state loses revenues and the local governors all contact eachother about when to assemble the ones loyal to them and revolt before holding city-wide pogroms against dissidents. The whole thing will just fall apart. /long unneeded essay