District metrics

Wealth Level

What it represents: The average economic status of residents and businesses in the district. Not just income, but assets, savings, and capacity to absorb shocks.

Starting values (as defined):

District

Wealth Level

Numerical Proxy

Nap Hill

High

80-100

University Precinct

High

75-95

Merchant Quarter

High

70-90

Isle of Gods

Medium

45-65

Small Gods

Low-Medium

30-50

The Shades

Very Low

5-20

Cockbill Street

Very Low

5-15

Behavioural mechanics:

Aspect

Behaviour

Shock absorption

High wealth districts can absorb 2-3 weeks of disruption before significant hardship. Low wealth districts feel impact within 2-3 days.

Recovery capacity

Wealthy residents can pay for private repairs, bypassing city systems. Poor residents have no alternatives.

Tax contribution

Direct correlation: wealthier districts contribute more to city budget, but also demand more services.

Protest threshold

Low wealth districts protest faster (hunger), but high wealth districts protest louder (newspapers, guild connections).

Migration pressure

If wealth gap widens significantly, poor districts see out-migration (those who can leave) or in-migration (those with nowhere else to go).

Dynamic changes:

Event

Wealth Impact

Prolonged service failure

Decreases (businesses close, residents leave)

Successful resilience investment

Increases (area becomes more desirable)

Crime wave

Decreases (businesses relocate)

New transport link

Increases (access improves commerce)

Guild intervention

Variable (depends on guild)

Population density

What it represents: Number of people per square acre. Affects how many are affected by any given failure, and how quickly problems spread.

Starting values:

District

Density

Numerical Proxy (people/acre)

Nap Hill

Low

20-40

University Precinct

Medium

60-100

Merchant Quarter

High (day), Low (night)

200+ day, 30 night

Isle of Gods

Medium

70-110

Small Gods

High

150-200

The Shades

Very High

250-350

Cockbill Street

Very High

300-400

Behavioural mechanics:

Aspect

Behaviour

Impact multiplier

Direct correlation: a water pump failure in the Shades affects 10x more people than the same failure in Nap Hill.

Disease transmission

High density = faster spread of illness (and rumors).

Protest formation

High density = crowds assemble faster. Low density = protests require organization.

Service delivery efficiency

High density = cheaper per capita to deliver services (one pump serves many), but catastrophic failure affects more.

Housing pressure

High density = any housing loss (fire, collapse) displaces many.

Dynamic changes:

Event

Density Impact

Housing collapse

Temporary decrease (displacement), then increase (remaining crowd tighter)

New construction

Increase (if housing) or decrease (if commercial displaces residents)

Refugee influx

Rapid increase (crisis event)

Epidemic

Temporary decrease (death, flight)

=

Infrastructure quality

What it represents: The physical condition of roads, pipes, clacks towers, pumps, and buildings. Baseline probability of failure.

Starting values:

District

Infrastructure Quality

Failure Probability Modifier

Nap Hill

High

0.3x (failures 70% less likely)

University Precinct

High

0.4x (UU maintains its own)

Merchant Quarter

High

0.4x (guilds maintain)

Isle of Gods

Medium

1.0x (baseline)

Small Gods

Low-Medium

1.5x (50% more likely)

The Shades

Very Low

3.0x (3x more likely)

Cockbill Street

Very Low

3.5x (even worse)

River Ankh

Very Low

4.0x (it’s a river; it does what it wants)

Behavioural mechanics:

Aspect

Behaviour

Failure probability

Base chance × quality modifier. A pump in Nap Hill rarely fails; a pump in the Shades fails constantly.

Repair cost

Inverse relationship: poor quality districts cost more to fix because underlying systems are degraded. Fixing one pipe means replacing three.

Repair time

Same: poor quality = longer repairs (unexpected complications).

Detection time

Poor quality = failures noticed slower (fewer people report, harder to access).

Cascading failure susceptibility

Poor quality = one failure triggers others (weak pipe bursts, weak road collapses).

Dynamic changes:

Event

Quality Impact

Resilience investment

Significant increase (new infrastructure)

Technical restoration

Temporary return to baseline, but underlying degradation remains

Neglect (no investment)

Slow decay over time (years)

Catastrophic failure

Sudden drop (bridge collapse, main burst)

Age

Very slow decay (decades)

Political influence

What it represents: The district’s ability to get the Patrician’s attention. Not population, but voice. A function of wealth, guild presence, noble residents, and symbolic importance.

Starting values:

District

Political Influence

Attention Multiplier (from earlier)

Nap Hill

Very High

2.0x

Merchant Quarter

Very High

1.8x

University Precinct

Very High

1.5x

Palace (district)

Absolute

3.0x (but not a residential district)

Isle of Gods

Medium

0.8x

Small Gods

Low

0.5x

Cockbill Street

Low (Vimes proxy)

0.1x (spikes with Vimes)

The Shades

Negligible

0.2x

Behavioural mechanics:

Aspect

Behaviour

Complaint effectiveness

High influence = one complaint triggers action. Low influence = hundreds of complaints ignored.

Media coverage

Direct correlation: Nap Hill broken pipe = front page. Shades broken pipe = paragraph on page 12 (if that).

Resource allocation

High influence districts get priority repairs, even if low influence districts need it more.

Guild backing

High influence districts have guild representatives who attend Council meetings.

Vetinar’s personal attention

Very high influence districts occasionally receive direct Patrician inquiries. “I hear Nap Hill is unhappy about the new tax.”

Dynamic changes:

Event

Influence Impact

Noble moves in/out

Significant change (one family can shift Nap Hill’s influence)

Guild relocation

Major shift (if Merchants’ Guild moves, influence moves with them)

Vimes visits

Temporary spike for Cockbill Street (while he’s there)

Major disaster

Temporary increase (media attention, sympathy) - the “victim multiplier”

Decades of neglect

Slow decay (if ignored long enough, a district’s influence atrophies)

Special case: Cockbill Street:

Cockbill Street has baseline negligible influence, but a standing “Vimes proxy” of 1.5x whenever Samuel Vimes is personally aware of an issue. If Vimes visits, the street briefly has Nap Hill-level attention. This creates interesting dynamics: nobles resent it (“why do they get priority?”), and Vimes must choose which battles to fight.

Local trust/satisfaction

What it represents: District-level confidence in the city government. Can diverge significantly from global Public Trust. A district can be furious while the rest of the city is calm, or vice versa.

Starting values (baseline):

District

Starting Local Trust

Rationale

Nap Hill

Moderate-High

Services work; they have alternatives anyway

University Precinct

Moderate

Wizards don’t trust anyone, but UU insulates them

Merchant Quarter

Moderate-High

Guilds handle most problems; city is backup

Isle of Gods

Moderate

Temples provide community support

Small Gods

Low-Moderate

Services patchy; residents expect little

The Shades

Very Low

Services almost nonexistent; trust is for fools

Cockbill Street

Paradoxical

Low trust in city, high trust in Vimes personally

Behavioural mechanics:

Aspect

Behaviour

Decay rate per incident

Inverse to wealth: poor districts lose trust faster (less margin), but start lower so less to lose. Rich districts lose trust slower, but drop further when they do (expectations violated).

Recovery rate

Direct correlation with remedy effectiveness in that specific district. A fix in the Shades matters more there than a fix in Nap Hill matters there.

Inequality sensitivity

If residents perceive they’re treated worse than another district, local trust drops even if service is adequate. “Nap Hill got new pipes again?”

Protest threshold

When local trust drops below 20 (on 0-100 scale), protests become likely. Threshold lower in Shades (fatalistic), higher in Nap Hill (entitled).

Crime correlation

Low local trust = residents don’t report crimes = more crime = lower trust. Vicious cycle.

Decay rates per incident type (district-specific):

Incident Type

Nap Hill

Small Gods

Shades

Mechanism

Water failure (1 day)

-5

-8

-2

Shades expected it; Nap Hill outraged

Water failure (1 week)

-30

-25

-15

Everyone angry, but Shades started lower

Watch delay (burglary)

-15

-5

-1

Shades never expected Watch anyway

Bridge closed

-8

-15

-20

Shades workers can’t get to jobs

Guild strike

-10

-20

-25

Shades more dependent on informal economy

Symbolic failure

-5

-2

-1

Who cares about museum?

Recovery rates per remedy (district-specific):

Remedy

Nap Hill

Small Gods

Shades

Mechanism

Technical restoration

+5/day (fast)

+3/day (moderate)

+1/day (slow)

“About time” vs. “Well, that’s something”

Resilience investment

+2/week (sustained)

+4/week (hopeful)

+6/week (transformative)

New pipes in Shades = miracle; in Nap Hill = expected

Compensatory measures

+8 (one-time)

+10 (one-time)

+15 (one-time)

Free beer in Shades = genuine celebration

Accountability actions

+10 (if noble blamed)

+5 (general)

+20 (if Vimes involved)

Vimes appearance = max recovery in Shades

Vimes visit

-5 (resentment)

+10 (hope)

+30 (faith restored)

Paradox: Nap Hill resents attention elsewhere

Special interactions:

  • Vimes effect: When Vimes personally intervenes in a Shades or Cockbill Street failure, local trust recovers 2-3x faster than any other remedy. However, this decreases local trust in Nap Hill slightly (jealousy) and increases regulatory pressure globally (nobles complain about favoritism).

  • Moist effect: When Moist von Lipwig is assigned to fix something, local trust initially drops 5-10 points (“a con man?”), then if he succeeds, recovers 15-20 points (“remarkable!”).

  • Guild intervention: If a guild fixes a problem in their district, trust in the guild increases, but trust in the city may not (residents credit the guild, not the Patrician).

  • Contagion: Low trust in one district can spread to adjacent districts. Shades dissatisfaction seeps into Small Gods. Nap Hill smugness annoys everyone else.

District metrics behaviour

District

Wealth

Density

Infrastructure

Influence

Local Trust (Start)

Special Characteristics

Nap Hill

High

Low

High

Very High

75

Outraged by minor failures; recovers fast when fixed; resents attention to poor districts

University Precinct

High

Medium

High

Very High

70

Insulated by UU; wizards don’t care about city; but dependent on UU functioning

Merchant Quarter

High

High (day)

High

Very High

72

Business-focused; any disruption = lost income = rapid trust decay

Isle of Gods

Medium

Medium

Medium

Medium

60

Religious factions complicate response; river isolation magnifies transport failures

Small Gods

Low-Med

High

Low-Med

Low

45

Forgotten middle; not rich enough to matter, not poor enough for Vimes

The Shades

Very Low

Very High

Very Low

Negligible

15

Expected nothing; small improvements generate huge trust gains

Cockbill Street

Very Low

Very High

Very Low

Low (Vimes proxy)

20 (in city), 80 (in Vimes)

Proud; won’t complain; Vimes is their real government

River Ankh

N/A

N/A

Very Low

Medium

N/A

No residents, but affects all districts; symbolic heart

Interactions with City-wide metrics

Global Metric

District Interaction

Public Trust

Weighted average of district trust, weighted by population and influence. A Nap Hill trust crash affects global trust more than a Shades crash.

Budget

District wealth affects tax contribution. District infrastructure quality affects repair costs.

Regulatory Pressure

District political influence determines how much a local failure increases global pressure. A Nap Hill complaint = high pressure. Shades = negligible.

Political Stability

Weighted by inequality. High inequality (Shades vs. Nap Hill) creates structural instability regardless of average trust.

Legitimacy

Not directly district-affected, but if all districts lose trust simultaneously, legitimacy erodes.

This district-level framework creates meaningful choices:

  • Do you fix Nap Hill’s water first (high political influence, low population) or Small Gods’ (medium influence, high population)?

  • Do you invest in Shades infrastructure (huge trust gains, cheap in absolute terms, but high regulatory pressure from nobles asking “why there?”)?

  • Do you send Vimes to Cockbill Street (massive local trust recovery, but Nap Hill resentment)?

  • Do you let the Merchants fix their own problem (saves budget, increases guild power) or intervene directly (costs budget, maintains city control)?

The Patrician’s art is balancing these pressures moment by moment, district by district, while never letting anyone see him sweat.