Time to write a bit about the attribute Wealth.
I don't want to have the players do wild calculations and so I want a simple system. Their country earns them money from taxes, treasures and whatever they come up with. They shouldn't have to write down every earned coin and because of that, there is an attribute called Wealth. It represents how much money their country has. It's like a currency they can use to buy stuff for the country and pay for the military and so on.
So here is another example for the rule I wrote about in my last post. If the military rating is more than twice as big as the wealth rating then there is not enough money to pay all the soldiers. That would reduce the military rating until they get their money. I would say if it lasts for too long they will even leave and the rating will be reduced permanently.
The country needs a minimum of Wealth to make sure everything works.
The players can earn Wealth each turn/month. Aaaaaand here I notice that I didn't write a single word how the players can plan and do their actions xD. At the moment I am planning to let them do their actions per turn, with one possible action for each attribute and it's one turn per month. Maybe I will reduce the number of actions per round when I try to balance everything in the end.
Ok back to the attribute: per turn, the players are earning 2 wealth through taxes.
As an action, they can reduce Wealth by 2 and enhance another attribute by one. It's a kind of a joker, you can buy almost everything but it costs money ^^.
I am not sure if it should be possible to buy a temporarily attribute boost, for example, hiring a troop of mercenaries which would raise Military by x for y turns. Or they would offer a special ability without enhancing the Military stat.
Hmmm, I tend to keep the attributes as simple as possible because they are already confusing enough and because of that, it's better to not have temporary boosts for attributes.
The other wonderful things the players can get by using their Wealth are cool upgrades like enhancing their castle, building a blacksmith, hiring specialists or whatever the players come up with. Most of these things have to be adjusted to the campaign.
Building a new blacksmith for their castle will give them access to new equipment and the blacksmith will have different levels. With the first level he can make basic stuff and with the last level, they can get the best weapons and armors. If they advance a bit to fast then they will have to do a little quest to get the next blacksmith level, for example rescuing a well-known smith.
To get more Wealth it's also possible that the players go on a quest to find a big treasure or they can raise the taxes which would give them 4 Wealth per turn but also Morale would be reduced by 1 per turn because the people don't like to pay more taxes. It's also possible to reduce the taxes and then they don't receive Wealth but the Morale would raise by one each turn.
Ok enough for today, now I will have to get ready for the evening and a wonderful visit to a scottish whisky pub mhhhhh whisky.