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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Jun 19, 2018 4:27 pm

Rise and Fall

The World is composed of Regions, each of which has a certain Characteristic or Biome. Biomes and Characteristics yield resources for Civilizations to harvest and make use of, and a certain Space which may be used to construct Structures. Each Civilization starts out knowing about five Regions, but more may be discovered via Exploration.


As time passes, the fundamental characteristics of a civilization change to fit the needs and dictates of her environment. When one generation becomes another, and knowledge passes into myth, the fabric of a society may deteriorate, or scattered tribes coalesce to form a greater whole once more. Every one hundred years initially, and less years later, the making of societies will shift. These shifts may be seismic, or minor, brought on by the actions of their leaders or shaped by the forces of time. Each Age will give an amount of Technology determined by the ranking of a civilization by Science, and a chance of many Society alterations, anything from the origination of a new religion, to the disintegration of a state. The better governed and more successful a civilization is the more likely it is to survive the passing ages, but a weak Leader and a decadent or faltering population can be forces which even the wisest master cannot overcome.


Civilizations are Rper entities, representing groups of people and citizens who labor under the guiding hand of a Leader and his or her Heir to survive, expand, and thrive in the World. The main quality a Civilization has is her Population, but other aspects like Technology, Mysticism, Resources, and so on are also important.


Each Civilization is commanded by a Leader. Leaders have several Attributes that determine how well they command their Civilization, and also a variety of other factors, like how much land each Civilization can maintain under its direct control, modifiers to Military Strength, and so on. Leaders have a tendency to die as they grow older, and are replaced by a designated and trained Heir. Each Leader may take one or several actions during each year that passes, augmenting their Civilization, their Heir, or performing other beneficial tasks.


Civilizations are made up of their citizens, their Population. Neatly grouped into units of one hundred individuals, Population requires Food to sustain itself, but also conducts all useful tasks within a Civilization such as gathering Food, generating Science, gathering Resources, refining Resources, investigating Mysticism, fighting in battle, and so on. Population naturally generates at a rate of one new Population for every five existing Population every fifth year, but this rate may be modified. Population consumes, by default, one hundred Food per Population unit.


Gatherer: Produces Food based on Biome in a region. Maximum Gatherers per Region equated to Space.
Worker: Produces 100 Labor towards a Structure or Project within the Civilization. No Maximum.
Shaman: Produces 100 Arcana towards a Mystic Art within the Civilization. 1 Maximum per Region controlled.
Naturalist: Produces 100 Science towards a Technology within the Civilization. 1 Maximum per Region controlled with a Town.
Harvester: Produces 1 x Resource Gain of a Characteristic of a Region with an appropriate building.
Soldier: Produces 100 Military Strength when deployed to a Region within a Civilization. No Maximum.


Regions compose the world. They have a Biome, which determines what sort of generic resources (Food, Trade, Science) may be gathered from a Region by Population, and Characteristics, which may allow the gathering of special Resources, the use of special abilities, or other bonuses or maluses. Regions must be occupied by a Civilization in order to be used, and each new Region requires a point of Authority to occupy on the part of the Leader. Regions may only be occupied when adjacent to Regions which a Civilization already controls, unless otherwise specified.


Desert: Gathering here yields 50 Food. 10 Space. Adjacent Riverlands produce +10 Food/Gatherer.
Arid: Gathering here yields 75 Food. 8 Space.
Temperate: Gathering here yields 130 Food. 8 Space.
Forest: Gathering here yields 110 Food. 6 Space. Buildings constructed here require 20% less Labor.
Tropical: Gathering here yields 90 Food. 4 Space. Naturalism conducted here yields 120 Science.
Coast: Gathering here yields 150 Food. 8 Space. No normal buildings may be constructed here.
Ocean: Gathering here yields 130 Food. 15 Space. No normal buildings may be constructed here. Exploring past an Ocean Region requires specific technology.
Plains: Gathering here yields 140 Food. 10 Space.
Polar: Gathering here yields 60 Food. 8 Space. Mysticism conducted here yields 150 Arcana.
Mountains: Gathering here yields 80 Food. 5 Space. +50% Military Strength for defending Soldiers.
Riverlands: Gathering here yields 180 Food. 10 Space. +20% Trade for any Merchants here.


Lineages are the heritage of men, set in blood and bone. From Mystic Arts to Leadership, the men and women of a civilization are in many ways as vital to her survival as the lands she stands upon or the choices she pursues. Intermarriage with strong bloodlines makes for strong progeny, and strange and powerful talents may manifest over the years in those who embrace a particular way of life, or the worship of arcane forces. Even if a civilization is reduced to ash and cinder, her Lineage may stand strong for centuries to come.


Civilizations rise and fall. This is the nature of the world. But those who fall into the dust are not necessarily forgotten- their people, though perhaps enslaved by foreign masters, or scattered to the winds, will persist even as their memory fades towards the twilight. A particularly strong or vibrant culture may re-emerge, revolt to form a new society, migrate to populate new horizons, or even become the ruling force in an empire which was once that of their foes. Defeat is not the end- even Civilizations eliminated from the world may have Leaders and Lineages, which will change the course of those around them. The fallen may rise again.


A property of regions. Many regions will lack any characteristics distinguishing them from their mundane brethren, but others may shape the fates of their civilizations in earnest due to extraordinary circumstances.
Mineral Wealth: Uncommon Minerals may be extracted here.
Fertile Plains: Gathering yields +20% Food here.
Mystical Connections: Lineages which persist in these lands have a much higher than average chance of manifesting Talents and Mystic Arts.
Malign Air: Population that labors here is unable to reproduce, but Shamans that work in this region gain +20 Arcana per year.
Commanding Heights: +1 Controllable Region if you own this Region. +10% Military Strength when defending.
Trade Route: +10% Food income from Gathering. +30% income from Merchants.
Vast Forests: Wood gathering is 75% less likely to exhaust sources of timber.


Tier 1:
Neolithic Agriculture: +10 Food from Gathering in any region.
Stone Tools: Allows construction of a Logging Camp [200 Labor, 2 Workers](Timber) in Temperate, Tropic, Forest, or Mountains regions. Allows construction of a Scrape Mine [500 Labor, 1 Worker](Copper, Stone) in Temperate, Mountains, Plains, Arid, or Desert regions.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Jul 04, 2018 9:38 am

The Ages of Man

Image


For centuries man has fought man, and empires have risen fallen. Two thousand years and more of history passed like leaves in the autumn, the only records those of ruins and parchment. Before kings and gods though, there was only man. Beneath the pale moon he walked alone, kin beside him alone, no mysterious forces to know, no politics to maneuver, no plots to be entangled in. This is the story of those first men; how he tamed beast and field, turned earth to his will, raised high his cities, and brought low his foes. Ere tilled was furrow or blade was wrought the wanders traveled the face of the world long ago, writing no books but singing many songs, the air of the world still fresh and new-made. Unbreathed. To the heights of greatness he will rise, for so it is ordained, but who will rise, who will fall, who will prosper and who will perish- these questions are not woven into the tapestry of the times. Only the weaver can know what strands will enter the pattern. Welcome, to the Ages of Man.




So, this is a RP. In this RP you, gentle RPer, will step into the shoes of the overlord of a tribe, a people, a nation separate and apart. Not every man do you rule, for that would be a burden indeed, but it is your task to guide your people upon the face of the new world. Language they have, and wise thought, but how they shall shape the world to their needs is up to you. You may be the lord of many wandering bands, their yearly rounds feeding them and sustaining the growing hordes, or the master of one of the first civilizations upon the Earth. But this Earth is not our Earth- her face is changed, and starkly different. To triumph, you will need to learn her secrets, so your people may survive, and endure. And you are not alone. Other men in their countless thousands walk the land as well, far sundered from you in speech and manner, but blood of your blood- and their blood spills as well as yours. If they are your allies or your foes is for you to decide. Guide your people to greatness, leader, or see their very bones scattered to the four winds by the ravages of history.

Application
Civilization Name:
Civilization Type: Settled | Nomadic
Ethnic Description:
Civilization History:
Leader Name:
Starting Location: (One region to begin with, if you please)
RP Sample:


Image





Welcome to the Ages of Man! This is a nice casual civilization building RP, with a plot that will take quite some time to unfold, but which I hope y'all will greatly enjoy. All anyone needs to know for now is that you, gentle reader, will assume the role of the leader of one of the fledgling civilizations of the Blessed Continent. Through the years and eventually the centuries you must guide your people, to greatness or ignominy. To that end, you will make decisions, raise cities, lead armies, and weather the long decades of antiquity as you form your civilization in the image you have chosen for it. Not all paths will end in success- the roadside of history may soon become littered with the vanished monuments and sunken ruins of those who faltered in their journey. But, if you have the will to power, yours may be one of the civilizations that stands the test of time.

Important RP Concepts


Time
The passage of time defines the evolution of both men and principalities. Your ruler, however wise and noble, will one day grow old and perish- as time sweeps across the land your folk may labor to raise monuments, manufacture weapons, and more. By ease of convention, two IC months will pass every IC day- RPers will be allowed to make up up to one year of IC time if they fall behind on posting, but no more. If you don't think you will be able to post once a week, more or less, this might not be the RP for you. Most resources/actions/etc. are calculated on either a two month or one year basis.

Leadership
In the ages of antiquity, being led by a ruler with vision and vigor is paramount. You, as a RPer, are essentially represented upon the Blessed Continent by your civilization's leader and their lineage. Take care of them. If your line fails, or you fail to train your heir well before your current leader succumbs o the ravages of time, your civilization may suffer for it. Often if your leader's family is wiped entirely from the face of the Blessed Continent you will be eliminated from the game- you should probably try to avoid such a state of affairs.

Leaders have many qualities, the foremost of which are Wisdom, Prowess, and Gravitas. These govern how well they may lead your civilization, and must be cultivated in your heirs if you wish for your civilization to flourish. Default Leaders available at the start of the RP begin with a score of 3 in all categories. Heirs may be trained once a year between the ages of 9 and 18, with each period of training adding one to a chosen quality. This takes two months of a Leader's time.

Rule
Your leader is, of course, responsible for ensuring the civilization they administrate flourishes. This requires that they monitor the harvests of the people, protect them from other tribes, give them a sense of national unity, and more. To this end your people may wish to expand to new lands, construct various edifices to aid them in those goals, or even develop better and more useful methods of using the land they already possess. This is the meat of the RP, and what will govern whether your civilization rises or falls- the art of Ruling.

Population: By default, every region has a Population of eight thousand souls, and a Free Population of two thousand souls. Population that is not Free is occupied with subsistence-level activities, and may generally not be commanded by a ruler, but may in time of desperate war be called up to serve the military needs of their people.
Stability: Respect and honor paid to a ruler, how much trust their populace places in them. If Stability falls, revolutions, assassination attempts, and even secession may occur in a civilization. Negative Stability is something you definitely want to avoid.
Labor: Raw manpower, the sweat of the brow and the assembled efforts of the masses. Each Free Population may contribute one "point" of Labor towards a project dictated by their Ruler every two months, if their Ruler so chooses. This is not exclusive with most other professions, unless otherwise noted. Labor is used for most projects, from plowing fields to constructing henges to forging weapons.
Food: People need to be fed. This generally isn't an issue; the Population of a region is categorically capable of feeding itself. However, Food may come up as a concern during times of natural disaster or military campaign. Each Population mobilized from the non-Free segment of a region's Population must be fed one Food every two months or Stability will suffer.
Might: The assembled power of the warriors of your civilization. It is calculated on a per-region basis, and prevents other civilizations from waltzing in to take your shiny things and bread. By default defenders of a region receive a 10% bonus to their Might rating, so attacking a tribe with the same amount of warriors as you is unlikely to succeed.
Knowledge: A nebulous but highly important concept, Knowledge is the comprehension of the natural world which your people possess. It may be spent to develop Technologies, but is also required to maintain said Technologies.
Favor: The shamans speak of gods and powers that dictate the order of the immaterial world, and say that we should court their goodwill. Precisely what any of this mysticism has any effect on is... dubious.


Dedicated Farmers: Free Population may work as Dedicated Farmers, producing three Food every two months.
Warriors: Free Population may mobilize as Warriors, men of might and valor who defend their homeland from foes- or, as the case may be, take from others what they wish to have, at the behest of their Ruler. By default a Warrior has a Might rating of 1.
Builders: Free Population may dedicate their efforts to raising buildings and structures, turning a tribe into a nation. In this guise they contribute 2 Labor to any projects, instead of 1.
Philosophers: Thinkers and scientists, Philosophers seek to understand the world around them. Each Philosopher gains 5 Knowledge for their civilization every two months. Philosophers may not contribute Labor to a civilization.
Shamans: Faith-healers and spirit-walkers, Shamans court the halls of the divines, seeing beyond the material world into what lies beyond. They minister to the souls of the population, and gain 1 Favor every two months.


All buildings require Space, which is by default limited to 20 in each individual region. Unless otherwise noted, each building requires 1 Space.
Village: Require 3 Labor to build, 1 Food maintenance. By grouping together skilled craftsmen and artisans, it is possible for the population of men and women available to a ruler to be effectively increased, for with the first stirrings of urbanization comes much opportunity. +1 Population, +1 Free Population
Timber Camp: Requires 5 Labor to build. Primitive stone tools, hewn from flint and the bones of the earth, are still enough to eventually bring down forest giants if many men set their minds to a task. A Free Population may be assigned to work here, becoming Foresters. Foresters may not produce Labor, but instead create 1 Timber resource every two months.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Plzen
Powerbroker
 
Posts: 9805
Founded: Mar 19, 2014
Ex-Nation

Postby Plzen » Tue Aug 28, 2018 7:01 am

The Dark Ages

IMAGE HERE

Inspired by Crusader Kings II


The King is dead. Long live the new King!

This castle truly is grand, Your Imperial Majesty. Truly a residence fit for an Emperor. Finely-coloured glassworks decorate every window looking down at this prosperous and busy city, the centre of trade, administration, and learning. White marble arch over the central hall, towards the painted ceiling that we commissioned from the greatest artists of our time. The red floor is a Persian rug, brought to us by our steward and his extensive contacts among the traders who ply the Levant, Persia, and the Silk Road beyond. But beware, Your Imperial Majesty. Appearances can be deceiving, and not all may be as it seems.

For all beings beneath the Almighty, there are limits. Wide marble corridors and fine coloured windows do not necessarily translate into invincible armies and grand fleets. Painted ceilings and burgundy rugs do not necessarily represent the faith of our peasantry and the fullness of our treasury. For all men, even for those charged with the grave duty of leadership, there are limits. And one needs to develop a keen eye to recognise one's limits, should one hope to keep that duty.

Outside our gates, our splendid capital, out there beyond our borders, fanatical heathens grind their battle axes, ready to strike on the smallest real or perceived provocation to stream down as a flood across our frontiers into the heart of our civilised world, into the heartland of our own empire. To our west and east lie jealous rivals, probing our realm for any vulnerabilities that will permit them to act on their unrestrained greed over our productive and fertile farmlands. Take the words of your neighbours not at their face value, for a false smile and a cheerful greeting can hide a dark and cold heart.

Daggers lie everywhere, Your Imperial Majesty, and your heir is yet so young...

For example, Your Imperial Majesty...

Who do you think I really work for?


Rules and Mechanics


Objectives

Players in this roleplay will represent the great kingdoms and empires of medieval Europe, North Africa, and the Near East. By seeking amicable relations with your fellow players - or confronting them in great conflicts when necessary - you must strive to emerge at the other end with your realm intact, and preferably also powerful and prospering.

The Passage of Time

Time in this roleplay is subdivided into turns. Each turn represents approximately five years of in-character time. Each turn will last a different number of real-life hours depending on the number of actions that players wish to resolve during the turn, but will not in any case last less than 24 hours. Each turn consists of a events phase, in which random events happen and resources are generated, and player actions phase, in which players may trade resources and fight conflicts.

Imperial Regimes

Each player empire has an official state religion and a government type. Government types fit into the broad categories of monarchies, republics, and theocracies. The available state religions fit into the broad categories of Christian, Islamic, Jewish, Eastern, Rodnovery, Norse, Romuva, Suomenusko, and Tengri. If you wish to play as a different religion, fill out the given religion application. Note: religion applications will not be accepted unless very well written.

Religions provide a bonus to the empire following that faith.

Players must also choose a religion that was historically present in the general proximity of the area that the player is playing in. Although some deviation from a religion's real-life extent would be tolerated, an Islamic or Eastern empire in Scandinavia, for example, will not be accepted.

Ruler

Each player empire has a ruler, the in-character person who leads the player empire. Rulers sometimes possess exceptional abilities, which will manifest itself as a bonus in your player empire until the death and eventual replacement of that ruler. Exceptional abilities are randomly given to some rulers upon their ascent to rulership, but may also be awarded as a reward for well-written in-character posts, ingenuous manipulation of other players, or some other exceptional roleplayer feat.

For each turn except a ruler's first three, a ruler has a 1/3 chance of dying in the events phase (this gives each ruler an average of 5 turns, or 25 years, on the throne). If a ruler dies, all ruler exceptional abilities associated with that ruler will be removed, and the player must nominate another character to take his place as ruler. Player empires may not declare great conflicts on the turn in which their ruler has died.

Kingdoms

Each coloured space on the base map represents a kingdom. They are the basis of the players' wealth and power, and the main objectives of their struggles. Two kingdoms are said to be directly adjacent to each other if they share a common border or if they face each other across a river. Two kingdoms are also said to be coastally adjacent to each other if they share a common coast with each other, or with a common country in the middle. For example, Denmark is considered coastally adjacent to Finland as both share their eastern coast with Sweden.

EXCEPTION: Norse empires may consider Ireland, Wales, England, Northumbria, Scotland, Normandy, and Frisia to be coastally adjacent to both Denmark and Norway. They may also consider Russia and Lithuania coastally adjacent to Sweden.
EXCEPTION: even though they are not conventionally connected, Grenada is considered coastally adjacent to Morocco, England to Normandy and Frisia, and Ireland to Wales and Scotland.

During the player actions phase, kingdoms may be traded between players unless they are currently contested in a great conflict.

Development and Resources

Each kingdom has a certain amount of development, which represents the kingdom's utility to the owning power. Development comes in three flavours: economic, cultural, and military. Each events phase, a kingdom's economic, cultural, and military development will produce gold, prestige, and levies respectively. However, due to the decentralised nature of feudal realms and the inefficient administrations of the era, kingdoms other than the player's primary kingdom would contribute less. For the purposes of calculating per-turn income, the kingdom with the highest total development contributes 4 resources per development, the next contributes 3 per development, the third contributes 2 per development, the fourth contributes 1 per development, and all other kingdoms will only ever contribute a maximum 1 gold, 1 prestige, and 1 levies regardless of how much development it has (EXCEPTION: Eastern empires may continue to collect one resource per development from all lesser kingdoms).

During the player action phase, players may choose to build more development in the kingdoms under their control. The cost of development is equivalent to the number of total development already on the kingdom doubled. A kingdom is developed economically with prestige, culturally with levies, and militarily with gold. For example, if a player wanted to build an additional cultural development in a kingdom that already has 3 economic, 4 cultural, and 2 military development, the player would have to pay a cost of 18 levies.

Resources may also be freely traded between players in the player action phase. Resources can be stored, but only up to twice the per-turn income. If at the end of the player action phase a player has more of a resource than twice his or her per-turn income, the surplus is lost.

The Silk Road

India appears on the map as a kingdom, but is not considered one. It cannot be owned by a player, nor can it be the target of a great conflict.

If a player owns a kingdom on the eastern edge of the map or directly adjacent to India, that player may during the player actions phase trade one type of resource for another at a 2:1 ratio.

Great Conflict

Any time during the player actions phase, a player may declare a trade dispute, assimilation, or invasion of a kingdom owned by another player. These are collectively known as great conflicts. Trade disputes are limited to kingdoms coastally adjacent to one of your own. Assimilation is limited to kingdoms directly adjacent to one of your own. An invasion can be declared on any kingdom adjacent, directly or coastally, to one of your own.

EXCEPTION: Christian empires may declare war on Rome regardless of adjacency if it is held by a non-Christian, Islamic empires may declare war on Arabia regardless of adjacency if it is held by a non-Christian, and all of Christian, Islamic, and Jewish empires may always declare an invasion for Jerusalem regardless of adjacency if it is not held by the same religion.

Each player may only declare one great conflict per ruler - that is to say, if you declare one, you may not declare another until your current ruler dies. New rulers - ones that were nominated in the current turn - may also not declare great conflicts. EXCEPTION: Tengri empires may declare a great conflict every turn.

The player declaring the great conflict is called the primary attacker, and the player owning the contested kingdom is called the primary defender. When declaring a great conflict, the primary attacker must pledge a certain amount of resources appropriate to the type of conflict - gold for a trade dispute, prestige for assimilation, or levies for an invasion. The primary defender may then choose to pledge an amount of the same resource. If the primary defender is not owned by a player, it will contribute just 1 resource. Other players may then choose to aid either party by pledging the same kind of resource. The primary attacker and defender may choose to pledge more resources during the conflict, but all other players may only make one pledge - so make sure to send enough on the first pledge.

Once each player that wishes to join the conflict has done so, the total amount of resources pledged on either side is compared. The total development of the contested kingdom minus three is added to the defending side. The amount of resources pledged are adjusted as follows, then rounded down to the nearest integer.

  • If the player is the primary defender, 150% more if the empire is Romuva, Rodnovery, or Suomenusko (so 2 pledged resources becomes 5), 100% more otherwise.
  • If the player is a monarchy and is not the primary attacker or the primary defender, 100% more if the great conflict is an invasion, 50% more otherwise.
  • If the player is a republic and the primary opponent is not also a republic, 100% more if the great conflict is a trade dispute, 50% more otherwise.
  • If the player is a theocracy and the primary ally is of the same religious category but the primary opponent is not, 100% more if the great conflict is assimilation, 50% otherwise.
  • If the player is the primary defender or is assisting the primary defender, and the contested kingdom is the primary defender's last, 50% more - it is difficult to put an end to an empire.
  • If the player is assisting the primary defender, and the primary attacker and the primary defender are of the same religious group, 25% more - great conflicts within the same religious group are discouraged.
  • If the player has no kingdoms adjacent, directly or coastally, to the contested kingdom, 50% less - faraway help will count for less.
All resources pledged in the great conflict is lost. If the total amount of resources pledged in favour of the primary attacker is greater than those pledged in favour of the primary defender, the contested kingdom loses 1 development in each category and becomes owned by the primary attacker. If the resources pledged are the same, or if more was pledged in favour of the primary defender, the great conflict ends in a failure. Note that it is difficult to succeed in a one-on-one great conflict, but the more allies both sides have on their side, the less the 100% bonus to the primary defender matters.

Regardless of the outcome of the great conflict, the primary defender may afterwards opt to change his or her religion or government type, but not both, to that of the primary attacker.

Note: Spending your resources, whether to develop or whether in great conflicts, leaves you vulnerable to other players declaring great conflicts against you!

The World Map

BASE MAP HERE
CURRENT REALM MAP HERE
Last edited by Plzen on Tue Aug 28, 2018 8:13 am, edited 4 times in total.

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Aug 30, 2018 12:45 pm

Plzen wrote:
The Dark Ages

IMAGE HERE

Inspired by Crusader Kings II


The King is dead. Long live the new King!

This castle truly is grand, Your Imperial Majesty. Truly a residence fit for an Emperor. Finely-coloured glassworks decorate every window looking down at this prosperous and busy city, the centre of trade, administration, and learning. White marble arch over the central hall, towards the painted ceiling that we commissioned from the greatest artists of our time. The red floor is a Persian rug, brought to us by our steward and his extensive contacts among the traders who ply the Levant, Persia, and the Silk Road beyond. But beware, Your Imperial Majesty. Appearances can be deceiving, and not all may be as it seems.

For all beings beneath the Almighty, there are limits. Wide marble corridors and fine coloured windows do not necessarily translate into invincible armies and grand fleets. Painted ceilings and burgundy rugs do not necessarily represent the faith of our peasantry and the fullness of our treasury. For all men, even for those charged with the grave duty of leadership, there are limits. And one needs to develop a keen eye to recognise one's limits, should one hope to keep that duty.

Outside our gates, our splendid capital, out there beyond our borders, fanatical heathens grind their battle axes, ready to strike on the smallest real or perceived provocation to stream down as a flood across our frontiers into the heart of our civilised world, into the heartland of our own empire. To our west and east lie jealous rivals, probing our realm for any vulnerabilities that will permit them to act on their unrestrained greed over our productive and fertile farmlands. Take the words of your neighbours not at their face value, for a false smile and a cheerful greeting can hide a dark and cold heart.

Daggers lie everywhere, Your Imperial Majesty, and your heir is yet so young...

For example, Your Imperial Majesty...

Who do you think I really work for?



Love thy flavor text!

User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Oct 15, 2018 4:36 pm

POPULOUS

- Forgotten Worlds -


It has been many eons ago when the last of the gods died... the universe they've left behind lies dormant, desolate, unpopulous. Those few who survived the cataclysm are scattered across the many worlds of the countless stars. Their knowledge is limited to but a handful of firebrand stories, told by the elders of the tribe and those few relics they've unearthed from the ruins of the past.

Ever since the gods vanished, the stars' light have gradually dimmed, the outermost worlds have become frozen wastelands, while the lush tropical havens and jungles of the central words are now temperate at best. The only remaining links between these worlds arethe stargates, ancient portals built by the gods to quickly traverse between worlds throughout the universe...

However, the technology behind the gates are beyond the knowledge of these mere mortals, and thus they are stuck on whatever tiny rock their ancestors lived on. The great war of the gods have completely obliterated the larger worlds, leaving only which now form rings of asteroids around the stars, or formed moons around the remaining worlds. These moons however, radiate magical energy. The tribes were soon to discover this and have begun holding rituals to unlock the secrets of Mana. During these rituals, some of the tribe members gained insight into the world of the gods and learned how to tame magical powers. Soon, they've become the shamans of the tribe, the unquestioned supreme leaders and arch-bishops, due to their frightening dark powers and exotic knowledge, but power comes with responsibility... the world is full of danger and uncertainty, and it is the shaman's duty to protect his or her tribe and lead them to a new, brighter future.

The Laws of the Universe


Space and Time

[spoiler]
- WEEKS -


Weeks are the base measure of time in the ancient calendars. Most planet's orbits are a multitude of weeks and man and woman count their lives in weeks.

A week is enough time for new human to be brought into the world, or for a man to build a decent hut, or for crops to grow.

Each week counts as a turn for the mechanics.

- WORLDS -


The universe consists of stars and worlds. Most worlds orbit the stars, some worlds orbit other worlds (Moons), each world has a distinct climate, terrain and biosphere.

Each world has a stargate built on it by the ancients.

Finally, Worlds may have a number of natural resources such as Woods (Source of Lumber and Food), Mountains (source of Ore), Seas (source of Food) and so on...


Resources & Civilization

- FOOD -


Food is sustenance for your Population which spoils quickly if left uneaten. Each week, your farmers and fisherman gather food with which to feed your people. If there is enough food to meet the needs of the people, nothing happens. If there is less, those without food perish quickly to disease.

- POPULACE -


Your fellow tribesmen count as the Population under your control. Each Tribe consists of bands (or groups / families / brigades / squads / teams / crews / gangs / phalansters / parties / cliques / sects, whatever you want to call them) of ~5 people (1 - 10). These bands live and work together and each require 1 food to survive each week.

- MATTER -


Ore, Wood and Crystals are resources that your tribe can extract from nature, provided their world possesses these resources. They can be freely stockpiled in your towns in unlimited quantity.

Weapons, Machinery and Luxuries can be of multiple types and are also possible to store in unlimited quantity. These are manufactured by your tribe from the raw materials extracted from nature.

- ENERGY -


Energy comes in many forms. Most notably in the form of Magic Energy, but it can be also trapped inside Crystals, or flowing through metals as Electricity.


- STRUCTURES -


By default, your populace seeks shelter in caves and makeshift huts. This is less then ideal, as they do little productive work and have no protection against the elements!

Huts - FREE - A basic shelter for your populace. Houses 1 population of Laborers. Laborers can harvest 2 res / Week from nature. Populations living here have a chance to perish to storms or extreme cold or whatever threats exist on your world.

Each of the other structures provide safe shelter to 1 population and allows its inhabitants to serve some purpose. Note that the structures can only produce resources if a population inhabits them and the operating conditions are met!

Garden - 3 Wood, 1 Fertility - 1 pop living here can produce 2 food per week.

Mine - 3 Wood, 1 Minerals - 1 pop living here can produce 1 ore per week.

Shrine - 3 Wood/Ore (can be built with either) - A place for your people to pray, to you that is, and make sacrifices. This increases your Mana flow. Up to 1 population may be dedicated to prayer at a time, gaining you +1 Mana flow.
Alternatively, human sacrifices can be made here to increase your mana for a week. -1 Population +1 Mana flow

Nursery - 3 Wood - 1 pop living here

Palisade - 2 Wood or Ore, max 1 per village/town - Light defenses built around your town to protect against wild animals and cold winds... or maybe a hostile tribe... +1 Strength in a defensive battle taking place in this town.

Warcamp - 2 Wood - A place for your warriors to train for war. Each warcamp acts as shelter for a warrior class population. Upon moving here, any population immediately becomes warrior class. The warrior class may wield weapons and can receive shipments of food wherever it goes from home.

Waypoint - Free - A navigation point around which your forces can gather or patrol.

LIST OF ADVANCED STRUCTURE TYPES (Unlocked with knowledge)


Temple - 3 Wood, 2 Ore - A place of worship and sacrifice. The population living here will become priests. Priests worship you day and night and instruct the rest of the populace to do so as well. You can have no more then one temple in each world, earning you+2 Mana flow. As long as a world has a temple, all human sacrifices made at shrines gain +1 Mana flow in value

Library - 5 Wood - A place of learning and knowledge. Max 1 per faction. Population living here will become scholars. Scholars may study ancient knowledge along with you, earning your shaman a free ancient knowledge action.

Forge - 2 Wood, 3 Ore - The population living here can process 1 ore into 1 weapons or 1 machinery each week.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Oct 15, 2018 5:09 pm

The Universe is dying...

Countless eons have passed since mankind's escape from earth, and its cosmic diaspora. Their first encounter with alien intelligence soon followed... With space being so vast and rich in resources, one would think that peaceful coexistence would be self evident... one would be wrong. The universe turned out to be teeming with intelligent life engaged in cosmic wars spanning several galaxies. Humanity would soon be caught in the crossfire.

Astronomy got it wrong. Supernovas and black holes are not a natural phenomena, but the ultimate weapons of mass destruction, whilst pulsars are built as beacons for navigation,... The rules of relativity however stood firm. As Humans and Xenos traveled across the stars at near light speed velocities, the universe around them came to life. Distant galaxies whirled at breathtaking speeds as years turned into seconds while stars were born and destroyed all around them.

Often, a merchant or explorer returning to their homeworld would find nothing but the ashes of their civilization, that is if the planet was still in one piece. These unfortunate travelers would have become nomads, wandering around the universe in search of a new home. But as they would soon find out, the world around them aged much faster then anticipated.

As the intergalactic wars continued their escalation, a new weapon of mass destruction was discovered. The Hypernova. Shattering blackholes at the galactic center using antimatter caused massive tides of gravitational waves and γ radiation. These shockwaves reduced everything in their path to cosmic dust, and hastened the expansion of the universe.

Those few who survived the cataclysm searched the the sky for stable stars within reach, their numbers diminishing rapidly and accelerating away from each other. The night sky became dimmer and dimmer... Soon, there would be nothing left.

Amidst the chaos however, a single cluster of stars remained bound together by an unknown force. The bright pulsar at its edge visible from millions of lightyears away. The "Omega Cluster" contained several dozen star systems of various size, with possibly hundreds of planets and moons. Some might even support life, the survivors hoped as they set course to the cluster. As they would soon find out, they were not alone...

-

SPACETIME CONTINUUM

[spoiler]TIME

Time is measured in Gigaseconds (or Gs, 1 Gs = 31.6887646 years). The passing of each Gs constitutes 1 turn.

SPACE

The Ω cluster is home to the last stars of the universe.

1. The Cluster consists of Star Systems visible to all and Deep Space Objects (or DSOs) which can be discovered by radiotelescopes.

2. Each Star system is home to a number of planets, moons and anomalies, DSOs can also have these orbiting around them.

3. Each Planet and moon may be divided into Continents, Oceans and other regions, each of which contains resources and can support a single Colony, along with a number of structures.

Since the width of the Ω cluster is about 30 lightyears, It is possible to reach any destination withing a single turn.


STARS, PLANETS AND MOONS

STARS

The intensity and size of stars go from brown dwarf to red giant. The brighter a star, the more energy they radiate and the warmer orbiting planets are, distance taken into account.

Each faction conducts exploration on their own. Although other factions will learn of your findings, they will not know which star you have explored or colonized, until radio communications are established.

PLANETS AND MOONS
Upon surveying a planet, you will gain detailed information about the planet in the following category. What this means for your species depends on its characteristics.

CLASS:
Rocky - Supports surface structures and colonies by default. May have Atmosphere, Lithosphere and Hydrosphere.
Liquid - Does not support surface structures and colonies by default. May have Atmosphere and Hydrosphere.
Gaseous - Does not support surface structures and colonies by default. Only has Atmosphere.

AVERAGE SURFACE TEMPERATURES: (Based on atmosphere, sun and distance to sun)
Hot - +500K
Warm - ~ 400 K
Temperate ~ 300 K <- Liquid water!
Cool - ~ 200 K
Cold - -100 K

ATMOSPHERE
Hydrogen
Helium
Nitrogen
Oxygen
Sulphur
Carbon
Planets atmosphere may consists of a mixture of these elements at various concentrations.

"HYDROSPHERE"
Water
Molten Metal
Liquid Methane

LITOSPHERE
- May vary by continent -
Ice Sheets (Carbon or Water)
Last edited by Harkback Union on Tue Oct 16, 2018 7:54 pm, edited 3 times in total.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Wed Oct 17, 2018 2:16 pm

The year is 1920. After 6 years of bloodshed, the first world war has finally come to the end.

There were no winners...

One by one, the great powers of Europe fell to anarchy from a toxic mix of economic downturn, epidemics and general strikes. The fires of revolution quickly spread overseas, where former colonies rapidly declared independence, often followed by devastating civil wars by rivaling political factions. National borders vanished, century old institutions and ruling dynasties were overthrown. Millions died in the process, many more lost hope and left their homeland for the few remaining isles of stability, resulting in mass migrations. The future looked uncertain and bleak...

But from the chaos, in a matter of mere months, powerful factions arose. Fueled by ideology and force of arms alike, they reunited disjointed territories into new countries. New borders were drawn, armies raised and governments installed. But the work ahead was great. The new leadership faced massive unemployment, resource shortages, public safety and health issues and uncertain foreign relations. Factories and railroad lines lay abandoned, overgrown and rusting, farms short on seeds and livestock, schools without chalk and automobiles without petrol. It is now up to the NEW WORLD ORDER to restore the prosperity of the past.

WELCOME TO THE XXth Century!

T i m e




Each turn in the game consists of 1 year. Turns are divided into 3 phases,
- The Civilian phase (Policies are enacted, Industrial production and research takes place, Troops are mobilized and so on. Orders may be changed at any time until the end of the phase.)
- The Clandestine phase (Spies spy, hackers hack and rebels rebel. Give out orders for the clandestine phase by Telegram to the OP before they are resolved).
- The Conflict phase (The Each faction may give out orders to their forces on the IC thread. Orders are not reversible, meaning that once you ordered an attack, there is no turning back.)


L a n d




Earth's surface is divided into regions. Regions come in 3 types:
- Metropolitan: Regions with populations. Also Referred to as Cities.
- Backwater: Regions without (significant number) of populations, such as Ice caps, Deserts or tundras.
- Oceans: No infrastructure may be built on these. Navies go here.

Metropolitan areas have population and a working economy whereas backwaters are only good for resource exploitation until settled by population. Oceans are used for naval deployment and for creating naval trade routes.

Additionally, the oceans and seas surrounding each continent are also areas of interest where fleets can be deployed. More about this in warfare


E c o n o m i c s


Money

Money is counted in the Millions of £. Gained from selling goods to global markets and commerce, used to buy everything.

Energy & Fuel
(Fuel = Canned Energy)

Energy is derived from fossil fuels, nuclear fuels and renewables. Energy production cannot be stockpiled, but fuels can be. Fossil Fuels can be at any time burned to cover energy expenses. Nuclear fuels require nuclear plants, Renewables production requires investment in renewable energy. Energy from renewables and Nuclear plants may be transported with power lines only while Fuels may be traded via freight ports, railroads and pipelines.

Population & Resources

Each area, or region of the world has

- A Population (P) value, counted in the 10 millions (so if a region of yours has 100 population, that translates to a billion people.) Each of these need 1 Food to survive each year.

- Fertile land, The Limit to Agriculture. Also allows for up to 5 population to engage in subsistence farming (subsistence farmers don't produce anything but at least don't starve to death).

- Industrial Resources (Ores, Crude Oil, Wood, Cotton, Coffee (and other cash crops), Rare Elements,

Metropolitan regions may also have:

Agricultural, Commercial and Industrial development can be built with Industry (10 IP) or with capital worth 10 M£ each over the course of 1 year. Development may be upgraded with Technology.

- Agriculture (Farms), Each unit of AD employs 1 Populations to produce food, raw materials or cash crops. Yields depending on region. Food yield is 5 by default.

- Commerce (education, healthcare, housing, trade, entertainment), employs 1 population provides either +5 to contentment or yields 1 M£. Commerce increases the demand for civilian goods.

- Industry
(Mines, factories), each ID uses 1 energy and 1 population and requires a source of raw materials to produce civilian goods, weapons or infrastructure. When investing in weapons or infrastructure, industry provides 1 unit of IP (Industrial production) each year. The IP cost of structures and developments = its cost in M£. You may sell IP to other players, but not to the global market. You may also not buy IP from the global market.


Finally, each region may contain infrastructure of the following types:

Logistics:
Ports - (Cost of 5 M£)
May be used in 2 ways at the price of 1 fuel (coal/oil) (Excluding each other!).
- Links region to the global market, Allowing the region to exchange resources with any other region that is linked with the global market or sell goods to the global market. Costs 1 Fossil fuels (oil/coal) per year to maintain global market access.
- Allows for creating a trade route with another port. This is useful if warfare and blockades disrupts global trade or if you want to save fuel. Each trade route allows for food, fuel, raw materials, money and weapons to be exchanged. 1 port = up to 2 trade routes! A trade route to another continent/Not Neighbor costs 2 Fossil fuels per quarter. A trade route to a neighboring region costs just 1 Fossil fuels per quarter.

Railways - (Cost of 5 M£, max 1 per region)
1 Fuel to maintain, Allows free exchange of fuels, raw materials, money and weapons with neighboring regions that also have Railways. +1 IP from Industry in the region. If a single railway-connected region has access to global markets, then all railway-connected regions have access to the global market!

Finance:
Stock Exchange - (1 tech, 5 M£)
Employs 1 population and uses 1 energy, Earns 1 M£$ in profits per capitalist metropolitan area in the world If yours is the only stock exchange in existence. Gain 1 million per every 2 capitalist metropolitan area on the globe if there are 2 stock exchanges, or 1 million per 3 if there are 3 stock exchanges and so on. Sovereign nations may restrict a stock exchange access to their markets, thus reducing its profitability, see politics for more information.

Energy:
Enrichment plants - (Nuclear Fission, 1 Tech, 5 M£)
Requires a Uranium or Thorium source. Provides 1 nuclear fuel.

Nuclear plant - (Nuclear Fission, 1 Tech, 5 M£)
Allows 1 nuclear fuel to be converted to 5 energy each quarter.

Windfarm - (Renewable Energy, 10 M£)
Provides 1 energy. Coastal regions only.

Solar Plant - (Renewable Energy, 8 M£)
Provides 1 energy. Near-equator regions only.

Hydro plant - (10 M£, Max 1 per region)
Provides 3 energy. Regions with large rivers only.

Pipeline
- (5 M£, built between 2 regions)
Built between 2 regions, allows 2 regions to exchange fossil fuels freely (no extra transport costs).

Power Line - (5 M£, built between 2 regions)
Allows 2 regions to exchange energy. 1 energy is lost for every 3 energy transferred, a minimum of 1 energy is always lost.

Military:
Weapons depot - (5 M£)
Stores up to 10 inactive land or air units or WMDs.

Army Base - (5 M£)
Fields/stores up to 5 land units. Also requires 1 Oil to maintain when fielding motorized units.

Airbase - (5 M£)
Costs 1 Oil to maintain when fielding units. Fields/Stores up to 5 air units.

Naval base
- (5 M£)
costs 1 Oil to maintain when fielding units. Fields/Stores up to 5 naval units.

Technology:
Research Institute - (Requires University in region, 5 M£)
Costs 1 M£ and 1 energy each quarter to maintain. Provides 1 Tech each year.

University - (Max 1 per region, 5 M£)
Costs 1 M£ to maintain. Allows you to upgrade a single agricultural, industrial or commercial development in the region to match the level of another development of the same type in the same region each year.

Welfare and order:
Crisis response center (2 M£, Max 1 per region)
Costs 1 M£ or 1 energy to maintain. Improves contentment by 1 and allows you to deploy a medical team anywhere in the world to contain virus outbreaks and fight biological attacks. +1 strength when defending.

Secret Police (2 M£, Max 1 per region)
Costs 1 M£ to maintain. Reduces risk of revolt and improves counter-intelligence efforts.

National Guard (2 M£, Max 1 per region)
Costs 1 M£ to maintain. May be dispatched to assist neighboring regions. Helps keep order and crush rebels. Unlike armed forces, national guard does not carry a risk of escalating the situation. +2 Strength to defense of region.

Covert ops:
Intelligence Agency (2 tech, 5 M£)
Costs 1 M£ to maintain. Fields 1 spy unit. Allows investment in deep ops and code-breaking teams. Allows you to gather intelligence on another nation or attempt to steal technologies. TG OP for details.

Mass Media:
News Network (1 tech, 5 M£, Max 1 Per faction)
Costs 1 M£ to maintain. Allows you to influence public opinion through news report posts. Propaganda strength of 1.

Movie Studio (2 tech, 5 M£, Max 1 Per faction)
Costs 2 M£ to maintain. Earns 1 M£ and 1 contentment for every 5 Population worth of viewers in friendly territory with at least 1 Commercial development. Movies may be exported to foreign lands. In this case, they get the contentment bonus.


P o l i t i c s


Contentment:
Calculated for your entire populace. Stands for how happy (or unhappy) your people are and how much they approve of the social order they live in. 0 By default. Each population you have reduces contentment by 1 while civilian development increases it by 5 (If not used for $$$). Negative contentment will aid rebel groups and hostile clandestine efforts while triggering negative events and decrease in order. Positive contentment may cause positive events and increase support for your government and order, this making coups against you more difficult.

Order:
Order is actually measured on the metropolitan level rather then nation-wide, but disorder can quickly spread across a nation and thus its likely to be the same across all regions. It comes in 5 levels. Warfare, Epidemics and low contentment can lower order while high contentment and deployment of armed forces improves it.
Peaceful - No effect. Default.
Troubling - No effect.
General Disturbances - 1 M£ less income per quarter. Small risk of uprisings if the government is unpopular.
Rioting - Trade and industrial activity shuts down. Counter-espionage efforts are ineffective. High risk of uprisings (again, only if government is unpopular).
Chaos - Control completely lost over the region, excluding power plants, fuel reserves, military bases and military units. No income gained from the region either. Very High risk of uprisings.
High contentment, stable food and energy supply can keep order high.

Authority:
Obedience of your government and your armed forces to carry out atrocities, initiate wars, Use weapons of mass destruction and implement radical policies. 3 default Levels, 2 special levels.
Restricted - Default for any centrist democracy. May not start conflicts, but may join existing ones. May not use WMDs unless a hostile nation does so first. No atrocities or radical policies.
Broad - May start conflicts, no use of WMDs, unless one of your regions with WMDs is being invaded or a hostile nation uses WMDs. No atrocities or radical policies.
Absolute - May start conflicts, free use of WMDs. May commit atrocities and implement radical policies.
Populist - Special. Gained at high level of contentment and for a short while after a successful popular revolt. May start conflicts, no use of WMDs, unless one of your regions with WMDs is being invaded or a hostile nation uses WMDs. No atrocities but may implement radical policies.
Reserved - Special. Will reveal later.



PARADIGMS
Now, each nation is structured around a single socio-economic, a single political and a series of cultural paradigms.

As of 1920, the most practiced socio-economic paradigms are:
State/Corporate-Capitalist - Large corporations control most of the economy.
- 2 M£ discount in military bases.
- Lets you spend money to gain authority.
Market-Capitalist - Lost of small companies compete in a free market.
- Unplanned investments may occur in your economy, but bankruptcies may also eat away at development and industry.
- More sensitive to fluctuations in the global economy.
- +1 M£ from stock exchanges, +1 Contentment per region with link to global markets.
- You may not deny access to your markets for foreign stock exchanges (not even in times of war).
Regulated-Capitalist - The state keeps the markets in check.
- Costs 1 M£ to maintain.
- Relatively Safe from financial turmoil compared to other paradigms.
- Unplanned investments may occur.
- +1 Contentment per region with link to global markets...

In extreme cases, the following paradigms may also exist
Syndicalist-Socialist - Worker run corporations cooperate to produce wealth.
- +1 Contentment from Industry producing civilian goods (instead of IP),
- +1 Contentment from Commerce dedicated to contentment.
Planned-Economy - Central planners coordinate production and distribution, often isolated from the global economy.
- Costs 1 M£ to maintain per turn if your nation has income, or ties up 1 population worth of workforce if you have no income.
- Lets you start a single 5-year plan every 5 years to build either 1 development or 1 building of any type in any region, for 0 M£ (still have to pay tech cost) which is completed by the end of the plan.


The Available political paradigms are
Liberal:
Plutocratic Democracy - A democracy of wealth, where money or writes laws, although the population still gets to decide who is in charge. Works with Capitalist socio-economic paradigms only.
- Restricted Authority by default.
- Free Maintenance on your first Intelligence Agency.
- Allows you to privatize national resources of backwater regions. They will earn 1 M£ for you every turn while privatized, but their resources will be unavailable.
Populist Democracy - A democracy with a majority government supported by the people. A Centrist or plutocratic democracy can likely become populist if high contentment is reached. Post-revolutionary democracies are also temporarily populist. Works with most socio-economic paradigms.
- Allows, up to once per decade to increase stability in all regions by 1 level.
- Gain Populist Authority.
Centrist Democracy - A pluralist haven of free thought and speech.
- Restricted authority by default. Double Instability from increase in authority.
- +1 Tech per year from the first university.

Authoritarian:
Criminal Junta - A government by powerful thugs aimed at exploiting a source of illicit money.
- Special starting socio-economic paradigm. The Junta receives additional income from illicit activities, which may harm other nations. Consult Game-master for details. Limited to small countries only.
- Absolute Authority at all times.
- -1 Contentment per metropolitan region.
Dogmatic Autocracy/Oligarchy - An autocracy/Oligarchy built on faith, nationalism and/or contemporary radical ideology.
- Special starting cultural paradigm based on faith and ideology of your suggestion. Consult game-master for details.
- Absolute Authority at all times.
- Secret police has no maintenance cost.
- -1 Contentment per metropolitan region.
Indifferent Autocracy/Oligarchy - An authoritarian system without any real political goals other then maintaining their power and filling up offshore bank accounts.
- Absolute authority at all times.
- National guards have no maintenance cost.
- -1 Contentment per metropolitan region.


Cultural Paradigms evolve over the course of history. Each decade brings a new set of cultural paradigms from which only 1 can be adopted.

1920s I:
Diplomacy
Nationalist: Allows choosing up to 3 rival nations. +1 Strength when defending own territory and +1 Strength when attacking rival nations' territories. +2 Contentment when at war with rivals. +1 Contentment from every conquered region.
vs
Internationalist: +1 Contentment per allied nation. +1 Strength when defending Allied or own territory

1920s II:
Lifestyle
Traditionalism: +1 Contentment. +1 Contentment from Agriculture, -1 Contentment from Industry. Allows building temples (or cathedrals, ziggurats, whatever) (Max 1 per region, costs 2 M£), provides +1 Contentment and +1 Strength when defending territory with temples (even after destroyed).
Modernism: -1 Contentment. Universities provide +1 Contentment, +1 Contentment from commerce providing contentment.
Stahanovism: -1 Contentment. Industry costs 2 M£ less to build.

1920s III:
Architecture
Art deco: +1 Contentment from commerce providing contentment.
Utilitarian: Commerce costs 2 M£ less to build. -2 Contentment per metropolitan region.
Classicist: +1 Contentment per metropolitan region.

xxxx?
Consumerism: +1 Contentment from Commerce (even when making money), Increased demand for goods, double pollution.
Environmentalism: -1 M£ and +2 Contentment per metropolitan area. Halved pollution. Renewable investments cost 50% less money. Riots no longer deal property damage.

xxxx?
Patents and Copyright
Relaxed: Halved movie studio income from your populace. +1 Contentment per movie studio in the world (even those not exporting to you). +1 Tech per year.
Strict: Double movie studio income from your populace. No contentment bonus.

xxxx?
Military service
Volunteers: +1 Morale per unit. Max 2 division per unit of population.
Limited Draft: Default, No effects.
Unlimited Draft: Requires absolute authority. -1 Morale per unit, up to 10 divisions per unit of population.


???
???

Aside from the listed bonuses and effects, Paradigms also determine likelihood of various events. For instance, the populace of a Nationalist nation is less likely to break out in protest against wars of aggression then a cosmopolitan one.


But that's just the beginning. Each nation may enact any number of compatible policies that will influence their nation in all sorts of ways.
There is no List of readily available Policies with their effects / costs / Prerequisites, however, you can invent policies of your own! One way to do it is to negotiate its details with the Game-master for predictable outcomes, Alternatively, you can implement any policy of your liking right away and funnel any quantity of money into it, then sink into your chair as you await the results.

You need not be bothered listing every bit of tax or legal code you want for your nation, instead, policies should be concerned with large chunks of such codes or very important, game-changing bits of legalization with which you wish to move your nation into another direction on the political spectrum.
For instance:

- The New Deal
Impose strict regulations on banking and corporations to ensure the financial stability of the nation and move towards a more sustainable economy.
(An attempt to shift economic paradigm to regulatory capitalism and cultural paradigm to Environmentalist.)


- The Patriot Act
What are you hiding in your lunch box, Billy? TNT?
(+++ Authority)


M i l i t a r y


Military units can have 2 states:
Active (mobilized) and Inactive

Airforce and naval personnel count as a relatively small portion of your population and thus there is no limit to their number, while you are limited to raising only 5 land units (division) per unit of population. All land, air and naval units have a M£ maintenance cost when mobilized but their death won't severely impact your country's demographics. It can however reduce contentment, especially in more open societies, so keep that in mind.

Inactive military units store their weapons in warehouses, mobilizing them takes 1 turn. During said turn, the units will defend the area where the weapons were stored but are unable to move or attack elsewhere.

STATS

Units can have the following stats:
Power - Their ability to obliterate the enemy in a fair fight given in units of arbitrary strength. Decreased when taking damage!
Evasion - Their ability to avoid fair fights and try to outsmart the enemy, often relying on mobility, stealth, evasion, intelligence and guerilla tactics. Reduces Damage taken from attacks.
Precision - A qualitative assesment of a unit's likelyhood to blow up stuff it was not supposed to. Can be either total, decent or minimal. Reduces collateral damage.
Costs - What it costs to make and maintain it.
Range - Air units may be sent to fight areas this many tiles away from their airbase/carrier.
Morale - Damage a unit can take before deciding to retreat from battle. Units with more morale then strength will FIGHT TO THE DEATH!

Other Concepts

Collateral damage:
The more power brought to a fight, the more collateral damage to be expected to the surrounding metropolitan area. Precision helps reduce this.

Attrition:

Units may also die or desert due to attrition when sent to fight in remote, extreme parts of the world.


[size=150]UNIT LIST
[/size]

LAND UNITS: (these can fight in battles over cosmopolitan area. Can be embarked to sea tiles for 1 b$ at docks (takes 1 turn) (no need for special transports)).

CONVENTIONAL - Made with IP in industries.

TECH 3 - Requires lvl 3 Industry to produce.

???!?

TECH 2 - Requires lvl 2 Industry to produce.

Modern Armored Division (Motorized!) - 5 Power, 2 Evasion, 2 Morale.

Rocket Artillery - 15 b$ to produce. 5 Power, 0 Cunning, decent precision. 2b$ extra maintenance costs per turn when in combat. Can be used to fire upon adjecent regions to deal damage.

Mobile rocket AA - 15 b$ to produce. 5 power, can only attack air, 1 Evasion, 2 Morale.

TECH 1

Infantry Division - 5 b$ to produce. 2 Power, 1 Cunning, Total Precision. +1 Cunning when Fighting in Populated regions.
Special: Better at peacekeeping.

Tank Division - 10 b$ to produce. 3 Power, 1 cunning. Decent Precision. 1b$ extra maintenance costs when in combat.

Anti-Aircraft Artillery - 10 b$ to produce. 2 Power, 3 AA power, 1 Cunning. Chance to destroy attacking aircraft. Decent Precision. 1b$ extra maintenance costs when in combat.

Traditional Artillery - 10 b$ to produce. Minimal Precision.
Special: 1b$ extra maintenance costs when in combat.

UNCONVENTIONAL - Corporate/state-capitalist bonuses do not apply. Cannot fight along with conventional armies (they can still fight the same opponent, but their stats will be compared separately and not combined.) Can be built without weapons facility, Max 2 per turn. Needs no base of operations. Unconventional troops may desert or change allegiance if they face overwhelming odds or are influenced by propaganda/covert ops.

Guerilla fighters - 3 b$. 1 power, 2 Cunning + 2 when fighting in populated regions. Decent Precision.
Special: Guerillas cannot effectively maintain control over regions when facing conventional troops, instead they hide in the hills and slowly eat away at the enemy forces.

Garage Artillery - 5 b$ - 2 Power, 2 Cunning. Minimal Precision. 1b$ extra maintenance costs when in combat.

Home Made Tanks - 4 b$ - 3 Power, 0 Cunning. Decent Precision. 1b$ extra costs in combat.


NAVAL UNITS:

All Techs

Submarine - 10 b$ - 2 Power, 5 Cunning, Total Precision. Can carry and launch a missile.
Special: good at sinking unescorted Battleships, Carriers and transports and remaining hidden.
Special: Owner can keep their location a secret before the other players (They must still mail it to the OP though).

Battleship - 15 b$ - 7 Power, 0 Cunning, Decent Precision. Can carry and launch a missile. 1b$ extra costs per turn when in battle.
Special: Good at providing naval support.

Destroyer - 10 b$ - 3 Power, 3 Cunning. Good at intercepting enemies and defending against sub attacks.

Carrier - 20 b$ - 2 Power, 2 Cunning. Acts as a mobile airbase. Can also carry 1 infantry unit.

Transport - FREE - 0 Power, 0 cunning. Carries troops over water. Can be spawned at naval bases and ports in any number at no expense, but... has 1 b$ Maintenance costs each turn and they do use naval unit capacitiy.


AIR UNITS

Tech 1

Fighter/Bomber - 10 b$
Operations: Intercept - Find enemies and the target region's airspace and engage them.
Operations: Air Support

Tech 2

Interceptors - 15 b$ - 7 A Power, 0 B Power, 5 Cunning, 3 Range, Total precision.
Operations: Intercept - Find enemies and the target region's airspace and engage them.

Attack Helicopters - 10 b$ - 1 A Power, 4 B Power, 2 Cunning, 1 Range, Decent Precision.
Operations: Tank Hunt - Seek and Smoke out enemy tanks and artillery effectively.
Special: very easy to shoot down with AA and fighters.

Precision Bomber - 15 b$ - 2 A Power, 3 B Power, 2 Cunning. 2 Range, Decent Precision.
Available operations: Air Support - Help troops on the ground by dropping explosives on the enemy.
Available operations: Precision Bombing - Specify a single target to be obliterated. Helps if you have some intelligence on said target.

Strategic Bomber - 20 b$ - 0 A Power, 7 B Power, 0 Cunning, 3 Range Minimal Precision. 2b$ extra costs when in combat.
Available operations:
Carpet bomb your foes back to the bronze age. Can Also Deliver Nukes.

Tech 3

Stealth Strategic Bomber - 30 b$ - Same as regular strategic bomber but less likely to get shot down by AA. 2b$ extra costs when on combat mission.
Special: Can also be deployed secretly like subs.



MOVEMENT & OPERATIONS

Once your troops are mobilized, You should assign them to an operation.

Suggested LAND operations
Offensive - These target regions under hostile control
Defensive - These target regions under friendly/neutral/no control and aim to defend them against an external attack.
Peacekeeping - These target can also target non-hostile areas, they aim to restore order and fight unconventional enemies.

You may also list the type of tactics you wish to employ during combat.
Suggested Offensive tactics:
Frenzied attack - Rush to the battlefield
Cautious attack - Poke at the enemy
Wait - Let them make the first move

Suggested Defensive tactics
Dig in - Prepare defenses against future attacks, makes you troops weaker in the present but can pay off later.
Counter Attack - Only covards seek cover. (Seek more open confrontation, increasing the relevance of strength on the battlefield.)
Strategic Retreat - Trade space for time and preserve your units as best as possible.

Suggested peacekeeping tactics
Flush out guerillas - Increased confrontation between your troops and local guerillas, this probably doesn't help restore order though.
Violent Repression - Good at restoring order temporarily, but could spark powerful uprisings and get you bad press.
Abide UN Charter - Moderate peacekeeping efficiency.
Rape and Pillage - Waaargh!

These can greatly influence the outcome of battles.
For example, rushing an enemy who's army is composed of nothing but artilley can cause them serious losses while keeping your troops mostly intact, Rushing a dug in enemy with powerful arms is the fastest way to lose a war.

First, your units will need to get to the region you assigned them to. All Land and Naval forces may cross 2 region borders each turn, except for marines/guerillas and other types of infantry, they can cross 1 region borders only. Once they arrive at their destination, the operation begins.

You can simultaniously have each type of operation (offensive, Defensive, peacekeeping) once in each region, so no 2 Defensive operations or peacekeeping operations in the same area by the same nation (faction) (so as to keep things simple). For each operation, you may assign any number of units.

Suggested Naval Operations:
Patrol - Intercept and engage enemies passing by.
Scout - Gain intelligence on enemies, but try not to engage them.
Naval Support - Help your troops fighting in coastal metropolitan areas.

Suggested Air Operations:
None. Just say where you are sending them, each plane has a specific purpose
Last edited by Harkback Union on Thu Oct 18, 2018 6:58 am, edited 3 times in total.

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Postby Harkback Union » Sun May 19, 2019 12:35 pm

Welcome to:
A Game of Crowns

A roleplay/game of intrigue and feudal feuding.

[url]IC[/url]

Image

Work is still in progress on the OP but you can already apply.



Summary:

Game of crowns is a mix of turn-based strategy and roleplay. The rules are fairly simple and there is very little math involved.

In each kingdom, there are 2 roles to be had. You are either a king or one of his lieges. Now both the king and the lieges can have Territory and Armies but there is a limit to how much they can have in total, the hand limit. Holdings generate income and give special abilities while Armies win (or lose) battles but cost money to maintain. There are only few kind of Holdings and armies to keep things simple. Now, here is what the game is really about: Who gets to be the king.

The king can write laws and depending on his laws, he should be able to take away holdings and armies from lieges as well as he could set taxes on his lieges to fund the royal coffers. Of course, the lieges could refuse the king's demands and could even rebel against their king. Rebellions would call for battles. In battles, all the lieges in the kingdom would have to pick sides (although they could also remain neutral), but once they did pick a side on a turn, they cannot change sides until next turn. Now, this is important because wars have length. The more castles there are on each side, the longer wars can get while siege engines can shorten wars. Once everyone announced who they are with and the war "expires", a battle takes place where the combined armies clash to see who wins. The winning side can then enforce demands on the losers, including taking away their holdings and can even throw in jail, exile or execute their opponents, or even elect a new king if need be. Lieges could also wage war on other lieges with similar rules if the king doesn't get involved. The winners side must always have consent on how they divide the loot and what they do with the losers. If they can't agree, then they must fight against each other to see who wins or forfeit enforcing any of their demands.

The Goal of the game is to become as powerful and influential as possible... and to survive. Over time, new challenges may face the kingdom(s) we speak of, such as foreign invasions, plagues and religious unrest. Technological and cultural development will be simulated in the game and new options for buildings will open up over time...

Time

...is divided into turns. Each RL day is turn, which by default stands for a year, but players can choose to alter the IC flow of time as it sees fit. They can say a turn is a day for all I care, It won't change how the game is played.


The World

...is divided into provinces. Each province counts as a single holding and takes up 1 hand limit. Provinces come with some resources on top of which buildings can be built, or exploited with raw labor. Armies can always get to the battlefields and it doesn't matter which holding is where, geography only counts for economics and determining battlefields (for now). This applies during trade as well. Any liege can buy and sell stuff with any other liege (or the king) or even sell to the market. This may change in the future if there is demand for more strategic gameplay. The roleplay takes place in a fictional world akin to medieval europe, with perhaps a light touch of fantasy.


Starting stuff

By default, all lieges have:
- A province of your choice.
- 2 population.
- 5 Coins (basic money, counted in the thousands, so its basically 5000 gold coins)

While the king has:
- A province with 3 population, 3 Farms, 1 Barracks, a Castle and a royal palace, acts as capitol.
- 2 provinces, unsettled.
- A Spearman Battalion.
- A Cavalry Battalion.
- 25 Coins.


Hand limits

The lieges (and kings) by default can have up to 5 active provinces / holdings and armies at the same time. Holdings can be active or passive. Passive holdings don't count towards the hand limit but don't generate income or expenses. You still own them regardless and you can switch holdings on and off every turn.

Armies however always count as active and the only way to get rid of them is to disband them, sell them to another liege or to lose them in battle.

Some buildings and development of culture and technology can increase hand limits.

Buildings do not contribute towards hand limit, you can still raze 1 of your own buildings every turn if you see the need for it.



Money and Resources:

Gold coins is the currency of the game while Iron, horses and other resources are things of importance to be had. Resources are always gained at the start of turns and can be spent in the same turn you got them. They can be sold to the market if there is demand or stored for later. You can also buy resources and goods from the market if they are available.


Army Training/disbanding

All battalions have a training and an upkeep cost, along with a building prerequisite and training time. Most units are trained in just one turn, and are available for a defensive battle the same turn they were trained. Disbanding units returns the weapons used to train them, but not the gold.



War length and battles

The Default length of a war is 0 turns. This means that the battle will take place at the end of the turn the war was declared in. If castle owners take part in a war, they can choose to make it last more turns. If War length is 1 turn, then the battle will take place at the end of the turn after the turn war was declared in, hence allowing time for everyone to prepare. Siege engines can reduce war length, but war length cannot be lower then 0.

Battles are played on drawn up battlefields (a la total war). Each side has a general (or multiple generals leading parts of the army) and a battle plan as for how each unit will move during battle. Each unit has morale rating and strength. When a unit encounters another unit, they both deal damage to each other's morale with their strength. If they stay near each other, they will continue to exchange blows at intervals until one unit runs out of morale and retreats. All units except cavalry have the same movement speed. Cavalry moves twice as fast.

The side with the higher skilled general gets to choose the battlefield, but the attacker has to deploy their forces first. Once both sides deployed their forces, both sides in secret design a battle plan, secretly TG them to the OP and then the battle commences. Both sides may order their units to change course during battle, but the orders will not reach the troops immediately!

If at the end of a battle both sides still have units, or the winning side has less then 1/10th of their units remaining, the war ends with a draw. A new war however can start immediately after if either side wishes so.


Buildings

Building types - what they cost to build - what they are good for

AGRICULTURE/RESOURCES

Farm - 3 wood, 3 labor, Requires Fertile Land!
Employs 1 pop, produces 2 food or 1 flax.

Stables - 3 wood, 3 labor, Requires Fertile Land!
Employs 1 pop, produces 1 horses.

Vineyard - 3 wood, 2 stone 5 labor, Requires Fertile Land and sunshine!
Employs 1 pop, produces 1 wine.

INDUSTRY

Smithy - 2 wood, 2 stone, 1 iron, 5 labor.
Employs 1 population to produce one of the following:
Swords: 1 Charcoal + 1 Iron
Armor: 1 Charcoal + 1 Iron
Bow and arrow: 1 Wood + 1 Flax
Spears: 2 Wood

Pottery - 2 wood, 1 stone, 3 labor, Requires a source of clay!
Employs 1 pop, 1 wood to produce 1 ceramics.

Charcoal burner - 2 wood, 1 stone, 3 labor, Requires a source of wood.
Employs 1 pop, produces 2 charcoal.

CASTLES
Castle II upgrades from Castle I, Castle III upgrades from castle II and so on...

Castle I. - 1 stone, 2 Wood, 3 Labor - Max 1 per province, Your highest level castle increases hand limit by 1 for each level (does not stack with other castles) and your highest level castle allows its owner to increase war length by one turn for each level (does not stack with other castles, only the highest player castle counts in a war). - Comes with 1 Building slot that is protected from looting per level.

Castle II. - 2 stone, 3 Wood, 5 Labor - Max 1 per province, Your highest level castle increases hand limit by 1 for each level (does not stack with other castles) and your highest level castle allows its owner to increase war length by one turn for each level (does not stack with other castles, only the highest player castle counts in a war). - Comes with 1 Building slot that is protected from looting per level.

Castle III, IV and V. - 5 stone, 5 Wood, 10 Labor, UNAVAILABLE UNTIL RESEARCHED - Max 1 per province, Your highest level castle increases hand limit by 1 for each level (does not stack with other castles) and your highest level castle allows its owner to increase war length by one turn for each level (does not stack with other castles, only the highest player castle counts in a war). - Comes with 1 Building slot that is protected from looting per level.

MILITARY

Army Camp - 2 wood, 2 labor.
May train 1 basic unit basic per turn.

Barracks - 3 stone, 3 labor, upgrades from Army Camp
May train 1 basic or advanced unit basic per turn.
Makes one unit maintenance free while at peace.

Siege Workshop - 2 wood, 1 stone 3 labor.
May train 1 siege engine per turn.
Makes one siege unit maintenance free while at peace.

CIVILIAN/INFRASTRUCTURE
All of these are max 1 per province!

Market - 3 wood, 3 labor - Provides a place for the local riff-raff to exchange their trinkets. Max 1 Market per province. + Trade route attraction.

Chapel - 2 wood, 1 stone, 3 labor, max 1 per province - +2 Faith.

Church - 1 Ceramics, 1 stone, 2 labor, upgrades from chapel, max 1 per province - +3 Faith.
Yes, you can have both a chapel and a church.

Monastery - 3 wood, 1 stone, 1 ceramics, 5 labor, requires chapel!, Max 1 per province. Employs 1 population, produces +1 Food, +1 Coins, +1 Faith, +1 Culture and +1 Science.

Library - 3 wood, 2 stone, 5 labor, Max 1 per province. Uses 1 coins per turn, +2 Science per turn, +1 Culture per turn.

Tavern - 3 wood, 1 stone, 1 Ceramics, 5 labor - Costs 1 food to operate, earns 1 coins + 1 coin for each trade route going through. Allows hiring bandits. +1 Coins if there is a market in town. Max 1 per province.

Paved roads - 5 stone, 5 labor, max 1 per province. +1 Coins if there is a market in town. + Trade route attraction.

Royal Palace - 5 Wood, 5 Stone - Allows a kingdom to be founded. Consumes 1 food per turn to maintain by default. Increases hand limit by 1. Also allows for one of the following many types of policies to be practiced:
- Patronize Artists: Costs 1 Coins maintain. +1 Culture in capital.
- Patronize the Church: Costs 2 Coins to maintain. +1 Faith. New temples may be built by the church across your kingdom.
- Patronize Scholars: Costs 2 Coins to maintain. +1 Science in capital.
- Patronize explorers: Costs 2 Coins to maintain, slowly reveals what's around the kingdom.
- Hire bureaucrats: Costs 1 Coins to maintain. Increases hand limit by 1.
- Buy rare jewels: Costs 5 Coins. Makes your crown way more impressive.
- Throw extravagant feasts: Costs 2 Coins, 1 food, 1 wine. +1 epic feast, invite your friends.
- Royal Marriage: Costs 5 Coins, 1 food, 1 wine, 1 unmarried daughter, at least 1 temple in your kingdom. +1 Married daughter.
- Spend money like there is no tomorrow: Costs 15 coins per turn. +1 random trinket per turn. Quickest way to deplete the treasury.

Coastal province only buildings:

Docks - 4 wood, 1 stone, 5 Labor - Allows construction of ships (1 at a time). +1 Coins per turn if there is a market in town. + Trade route attraction.


Troops

Army/Battalion type - What it costs - Its strengths and abilities, training facilities needed, and maintenance costs.

Militia - 2 Coins, 1 Turns - 1 Strength, 2 Morale. Needs no training facility (can be raised at any time in any quantity without weapons!). Costs 1 Coins per turn to maintain (which they use to buy food).

BASIC UNITS:

Bandits - 2 Coins, 1 Turns - 1 Strength, 1 Morale - Costs 2 Coins per turn to maintain, hired at the tavern instead of trained in a camp. Can pillage 1 building outside of castles belonging to a liege of the opposing side after the battle if not defeated during battle.

Spearman - 1x spear, 1 Turns - 2 Strength, 5 Morale. -1 morale damage when struck by cavalry, +1 Strength against cavalry. 1 Coin per turn to maintain.

Swordsman - 1x swords, 2 turns - 3 Strength, 5 Morale. 1 Coin per turn to maintain.

Archers - 1x bow and arrow - 2 Strength, 3 morale. The archers attack strikes first during battle and does not engage the target.

ADVANCED UNITS

Armored swordsman - 1x swords, 1x armor - 3 Strength, 7 Morale. Needs a barracks to train in. Costs 1 Coins to maintain.

Light Cavalry - 1x sword, 1x horses - 3 strength, 6 morale, 2 Coins per turn maintenance. Double movement speed which allows it to Engage enemies first, Deals morale damage first when encountering other units (except against heavy cavalry and spearman).

Heavy Cavalry - 1x spear, 1x armor, 1x horses - 3 strength, 8 morale, 2 Coins per turn maintenance. Double movement speed which allows it to Engage enemies first, Deals morale damage first when encountering other units.

SIEGE UNITS

Catapult - 1x machinery, 2 turns to assemble - 1 Strength, 2 morale. Counts as a siege engine, may reduce war length by 1. The damage to morale strikes 3 units instead of just 1, 2 coins to maintain.


Note: Units regain all morale between battles, but this rule is subject to change.


LAW & Demands

Law and demands are an important part of the Roleplay. Any kind of law can be written by anyone and demands can also be issued by anyone, but no one is obliged by the rules to follow them. You are free to refuse demands and break laws and the only way to enforce laws and demands is by defeating your opponents in battle.


Sharing facilities

Lieges can allow other lieges to use their training facilities.


Culture

The more culture is produced in a province, the further culture progresses there. There are 8 tiers of culture, each discovery will unlock new units and buildings and will spread to neighbors over time. Culture also makes your people content.

Tier 1: ???

Tier 2: ???

Tier 3: ???

Tier 4: ???

Tier 5: ???

Tier 6: ???

Tier 7: ???

Tier 8: ???


Science

The more science is produced in a province, the further science progresses there. There are 10 tiers of science, each discovery will unlock new units and buildings and will spread to neighbors over time.

Tier 1: ???

Tier 2: ???

Tier 3: ???

Tier 4: ???

Tier 5: ???

Tier 6: ???

Tier 7: ???

Tier 8: ???

Tier 9: ???

Tier 10: ???


Faith

Opium of the masses. Faith will not advance in tiers but will keep your people happy. If faith + culture in a province exceeds its population, there is no risk of revolt. Populations without access to faith or culture will be discontent. Discontentment may build up and cause revolts later. Note: Pops without food (AKA Starving) will require 2x as much faith and culture to be content, and will rebel much faster.


Traits

Every liege and king can have a trait from the following list:
If you die, you may pick a new trait for your heir.

- Military planner: +2 starting military skill.
- Merchant: +1 Coins per turn per market you own.
- Architect: You may supervise the construction of a building. That building has its labor and wood costs reduced by 1 (max once per building!). Once the building is complete, you may supervise another construction.
- Scholar: Slowly improves science for his kingdom. +1 Science per turn (where you are) , +1 Science from all sources of Science in your provinces.
- Artist: Slowly improves culture for his kingdom. +1 Culture per turn (where you are), Culture-generating buildings in your provinces gain +1 Culture per turn.
- Priest: Improves his kingdom's faith. +1 Faith where you are, you may spend this faith to add labor to church or chapel instead, +1 Faith in all provinces.
- Explorer: May set out the seek out new land. Expeditions cost 6 coins each and take 2 turns.


END OF RULES

Liege App (all such apps are auto-accepted unless stated otherwise)

Code: Select all
Liege name:
Liege's appearance: - preferably image -
Liege's house (ex: house connington):
Liege's starting province (your starting rural estate, give it a name and describe what it's like):
Liege's character (what he is like):
Liege's short bio: - optional -
Liege's trait:
Anything else:




King app (Note: We have enough kingdoms for now. Please apply as liege.)

Code: Select all
[align=center]Picture of King:
[img][/img][/align]

The Kingdom of _, founded just a century ago, is ruled by the house of _ with a _ hand. The current king/queen is _ and his family includes _. The current laws of the kingdom are _.

King/Queen _ has the _ trait and... (any more info you want to provide).
[/quote]
Last edited by Harkback Union on Mon May 20, 2019 5:00 am, edited 8 times in total.

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Founded: Sep 01, 2012
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Postby Harkback Union » Sun Aug 11, 2019 6:31 pm

The Mechanics

Only relevant to those whom wish to lead a faction. You may sign up for other, Mechanics-free roles. Please TG me if you are interested.


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Feel free to skip past general information and filler text. Warfare and technology are not particularly important at the start of the game either. Crucial rules for new players can be found under MARS/Rules, RESOURCES and COLONIZATION.

- MARS -


General Information

Mars, the Red planet. Surface temperatures range from 20 degrees C° in the early afternoon equator to -157 C° around the poles. Air pressure is 0.6% of earth's and gravity is 3.7 meters per second squared, roughly A third of that on earth. Atmospheric composition is 96% CO2, traces of nitrogen and water can also be found beneath the surface, providing the basis of agriculture. The Day night cycle takes 24.6 hours and martian orbit lasts 1.88 years.

After decades of planning, In 2035, the first martian expedition was launched with international backing. Hopes were high, probes have found frozen water across deep beneath the surface and long-term plans were made to terraform mars into an inhabitable planet with oceans and breathable air. As first stage of the plan, the martian settlers have built a self sustaining settlement powered by a nuclear reactor and begun prospecting the martian surface for minerals and future base sites.

In anticipation of a colonial fervor Martian surface has been divided into large regions. The colonists's have also charted each region's underground reservoirs of water and ore which the ISA has made available to the public. Traveling between these regions however is no easy task. Martian terrain is a nightmare to navigate. Deep canyons and mountain ranges separate the regions, although low gravity helps overcome some of these obstacles, it also means reduced vehicle stability, driving too fast can cause rovers to drift off-course and fall into ditches or tip over in the rocky terrain.

One year after their arrival, the colonists have made a remarkable discovery, however, by this time, earth was already in turmoil. The nuclear war has left the martian settlers completely cut off from earth.

Post-war attempts at restoring contact with the martian base by the ISA and Lunar Cartel were futile...

-

Rules

TIME on mars is still measured in earth years. 1 Year means 1 turn in the game mechanics.

Each colonizing FACTION should publish their progress reports once a year, which should indicate what regions they control and what assets/units they have amassed in each region. Additionally, resources and finances should be accounted for, along with any new investments being made.

Each REGION has a wealth of resources and Huge tracts of land to build on. There is no limit to the total number of colonies and facilities that can be built per regions, but each colony and facility must be supplied with its input resources in order to operate.

By decree of the Republic, the RESOURCES of the great martian regions are to be shared between all mankind. Any faction can build anywhere they want, as long as the site is not already occupied by someone else. Note that when building using IP, you must also have railway connection to the target region.

By default, no regions may exchange resources with any other regions, or make investments elsewhere due to the difficult terrain. However, by investing in INFRASTRUCTURE, connections can be made between regions, allowing goods, services and investments to freely flow in between. Except for, those in control of the infrastructure may regulate who gets to use it. Multiple connections of the same type can be made between the same regions by different factions.


- RESOURCES -


The Resources required for martian colonization come in distinct types:
Accumulative resources - Fuel, Military Supplies and Money can be stockpiled freely by all factions. These resources are considered to be untouchable and can be deployed/traded without restriction. There may be additional such resources discovered in the future. Surplus money should be added to the stockpile while expenses deducted.

Temporary resources - Water, Food, Ore, Energy and Carbon do not accumulate. You must make sure your income equals your exceeds your expenses. If you have a deficit in any resources, you must state which colonies or facilities are being undercut as these will be forced to shut down. Your surplus is by default simply wasted if not spent, but to cut your losses, you can trade it to other factions or sell it in off-world markets.

Investments - Industrial Production, Research and Media power are not traditional resources, but material and intellectual progress that allow for projects to be launched. More about this under colonization and Mass Media.

Population - To build new colonies, you will need to hire settlers from earth or the moon. Each population however has distinct characteristics, therefore in case of each colony you must keep track of whom are inhabiting it. Some types of population may boost productivity, while others are more prone to rebellion. In any case, each colony will require 1 Food to keep its inhabitants citizens alive and well. In addition, colonies may require input for their industrial or commercial activities.

Contentment - Finally, Each Colony has a contentment level (individually!). This can be 0, -1 or -2 or "Content, Unhappy and Very Unhappy" and so on, and in rare cases, contentment can reach positive levels. By default, Contentment is set to 0 and you need not worry about it too much. However, if you are unable to supply your colonists with food, contentment will drop by 2 which is not good.. Different types of populations react to this in their own way. As time advances, Crime, Health issues and psychological impacts might also lower contentment. These effects can be negated by building the right facilities.

Reputation - Oh, and one more thing. Each Martian faction has reputation across the solar system. Though not accounted for through mechanics, your actions can influence the world's opinion of you, damage or improve public relations. The consequences of bad reputation can range from trade embargo to colonists refusing to your recruitment offers.


- COLONIZATION -


Colonies come in 8 types. Each costs 5 Industrial Production (IP) to build, or 15 bC (Billion Credits) to purchase from earth. Delivery included, but colonists not. Each colony also requires colonists to settle it, otherwise it will be a useless heap of metal sitting idle in the middle of the desert. Purchase of Colonies and Colonists takes 1 year due to delivery, during that time IT MAY NOT BE USED YET. Colonies and facilities come online the turn after they are ordered. Colonies built with Industrial Power can take longer to build. Each turn, surplus IP may be invested in building something, once enough IP has been invested, the colony/facility is built and is ready to use in the following turn, provided you have the colonists required.

Once a colony is built, you should immediately hire colonists from off-world markets to settle. This price includes their trip to mars. You can deploy the newly hired population in any region of your choice to fill an uninhabited colony. On the other hand, colonists without a colony will die over the course of a few years, that would be a waste of money so makes sure it doesn't happen. Not providing colonies with food for prolonged periods of time will also cause your colonists to die, though they will probably rebel by then.

BASES/CITIES are groups of colonies and facilities bunched together. When building colonies and facilities you may decide if you want to create a new base or build at an existing one. EXCEPTIONS ARE, natural resources can be found in pre-determined base locations. Any facility that tries to exploit them must be built at that location and not in any other base. Although there are a few economic benefits from large bases, it matters far more when it comes to warfare. Bases are easier to defend against swarms of raiders but weapons of mass destruction target and damage entire bases. Multiple factions may NOT build in the same base site without mutual agreement.

Image


INHABITED COLONIES

All Facilities and Colonies have Hull points = to IP cost by default.

Biodome Colony - 5 IP, Takes 2x damage! - Uses 1 Water, 1 Energy and Provides 3 Food (1 of which should feed itself). Food, in this case, also translates to other resources and provisions such as clean air and medical supplies.

These pressurized glass domes are the most livable of them all, but also dangerous to work in. Blowouts could cause massive damage here, and although the reinforced double layer glass can withstand martian storms and even small meteor impacts, the average blow torch could cut through the glass with ease. The Biodome's productivity could be improved massively by terraforming mars.

Mining Colony - 5 IP, has 2x Hull (10 Hull), a source of ore - Uses 1 Energy, Provides 1 Ore.

From the surface to deep beneath, Mars offers a wealth of rare and precious ores, along with more common ones. Thanks to low gravity, mining is not as dangerous here as on earth and yields are high.

Industrial Colony - 5 IP
- Uses 1 Ore and 1 Energy, Provides 1 IP (Industrial Power) OR
- Uses 1 Carbon and 1 Energy to provide 1 bC of income (2 Bc with Carbon Tubes) OR
- Uses 1 Carbon and 1 Energy to provide 2 Supplies (extra munitions used by some troops)

In these industrial centers, ores are refined into useful construction material and parts for machinery and weapons. Introducing robots could allow industrial colonies to operate without colonists at the cost of more energy use.

Service Colony - 5 IP - Uses 3 Energy, 1 Extra Food and 1 IP, Provides +3 bC per turn (+2 bC if there is a space port in base).

These centers of commerce provide valuable services to nearby colonies and visitors. The extra trade going through here requires monstrous amounts of energy and additional provisions and industrial products to sell, but the rewards are measured in the billions of credits.

Scientific Colony - 5 IP - Uses 1 Energy, 1 Carbon, Provides +1 Research

Within the walls of this colony, some of mankind's brightest minds work on unlocking the secrets of new technologies. Each Scientific Colony allows starting a research project. Multiple Colonies may collaborate on the same project to speed up research. When starting a project, divide the total research cost of the technology with the amount of research being produced by the colonies to get the number of years it will take to complete the project. Then, add that number to the current year to get the date when the project is complete. When we reach said date, the technology is researched!

Media Colony - 5 IP - Uses 2 Energy, Provides +1 Media Power

Media Power translates to news, political commentary and entertainment products that help you control the minds of the masses. Media Power can be invested in Media Projects, but unlike research projects, these do not have a finish date. Instead, they provide a constant benefit, or penalty to various factions around the world. Another key difference between media and research is that it can be used offensively against other factions to destroy their reputation and contentment of their people.

Military Colony - 5 IP, has 2x Hull! (10 Hull) - Uses 1 Energy. May train 1 Regular Colonist into 1 military unit per turn, may field up to 5 units, or shelter up to 5 colonists in times of need. Each fielded unit requires 1 Food per Turn!.

SPECIAL RULES: Training a unit takes 1 turn, meaning that by the end of the turn it is ready to take part in local engagements, but may not be moved elsewhere until the start of the next turn.

The Military Colony itself also has 2 Firepower and 1 melee and may not be captured only destroyed. If a military colony is destroyed, the units it fields remains in play for an additional 10 turns, unless a new home base is created for them. The military units can be disbanded to get back their gear along with the colonists that were used during training. These can then be used to settle abandoned colonies.

Military units may garrison military colonies. In this case, They become invincible to enemy fire and melee, but in turn their melee is also considered 0 (except for against infiltrating units) and can only do ranged attack. On top of that, if the military colony is destroyed, all units inside die as well.


Maintenance Colony - 5 IP - Uses 1 Energy

The more facilities there are in a region, the more maintenance they require. Each facility has a small chance to break down, some breakdowns could have catastrophic consequences. Each Maintenance Colony can ensure that 10 facilities in its region are properly maintained (Maintenance capacity of 10, some facilities require double maintenance, which means they count as 2 facilities to maintain!). If there are more then that in your region, you should specify which ones are being maintained, or not being maintained.

Remember, you do not need to have a maintenance colony to have facilities, it is typically safe to assume that for the first 10 years, a facility remains in working order, but as your facilities grow old, you may want to invest in one of these!...


Image


INFRASTRUCTURE AND AUTOMATED FACILITIES

These facilities do not require colonists to staff them, but there is a small chance for them to break down during storms. Build Maintenance colonies to keep them in order. You can also purchase some facilities from earth, but not all. See markets for more info and prices.

ENERGY

Solar Plant - 2 IP - +1 Energy. Doesn't work in polar regions. Can be always purchased from earth for 7 bC

Wind Plant - 2 IP - +1 Energy. May gain additional output if the atmosphere is thickened. Double maintenance need. Can be always purchased from earth for 8 bC

Geothermal Plant - 2 IP, Geothermal Source - +3 Energy.

Hydrogen Plant - 2 IP - May use 1 Water and 1 Energy to produce 1 Fuel or turn 1 Fuel into 1 Energy and 1 water for the turn.

Nuclear Plant - 2 IP - Requires 1 Nuclear Fuel (special resource), and 2 Water, provides +10 Energy. Double maintenance need.

INDUSTRY & LOGISTICS

Ice Drilling Station - 2 IP - Uses 1 Energy, requires water or carbon ice source, provides 2 Water or 1 Carbon based on source. Can be always purchased from earth for 5 bC.

Weapons Facility - 2 IP - Uses 1 Energy. Allows producing military equipment using IP in any quantity.

Martian Railroad - 7 IP, Martian Motors tech, Built between 2 regions, can be extended to incorporate more regions - Uses 1 Energy per connected region. The 2 regions connected may freely exchange any resources except energy. Costs 2 IP less to build if there is already a Super-Conductor line built between the same 2 regions.

Super-Conductor Line - 2 IP, Superconductors Tech, built between 2 regions - Allows 2 Regions to freely exchange energy.

Space Port - 7 IP, Max 1 for each region - Uses 2 energy and 1 Fuel per turn, allows exporting resources to the stellar market, +2 Bc income per Service colony in the region (or in regions connected via railroad).

Comms Center - 3 IP, max 1 per faction per region, Martian Networks - Uses 1 Energy per turn. +1 Media power if there is a friendly media colony present in region. Required for advanced Media projects and allows Technology Sharing.

Water Tank - 1 IP - Allows storing up to 5 water.

Warehouse - 1 IP - Uses 1 Energy per turn. Allows storing up to (in total) 10 ore and/or carbon.

ENVIRONMENT & TERRAFORMING

Atmospheric Furnace - 7 IP - Uses 5 Energy, 5 Water and 2 Carbon. Provides 1 Fuel as a side product and increases atmospheric pressure by 0.05 kPa each year by pumping more Oxygen, Nitrogen and Methane into the atmosphere.

Mars's current pressure of 6 millibars is dangerously low. Even if martian air consisted of nitrogen and oxygen in the right ratio, humans would still be unable to breath it in, or even walk in it without a pressure suite. A single atmospheric furnace is capable of emitting enough heated gas to raise pressure by 0.5 millibars each year, the extra gases also mean a slight improvements to to temperatures due to the greenhouse effect. Once pressure reaches at least 60 milibars, The colonists will be able to take off their helmets and give the martian air a try.

Oceanificator - Undiscovered

Borehole - Undiscovered

DEFENSE

AA Tower - 3 IP, Targeting Computer - Has 5 Hull and 5 Armor. Uses 1 Energy per turn. May defend against a 1 rocket attack each turn or engage aircraft in the region with 7 Firepower during ranged phase of the battle at the price of 1 Supplies.

Perimeter Wall - 3 IP, Max 1 Per base - Has 10 Hull instead of 7, Prevents hostiles from capturing the base until the wall is destroyed. Allows any number of friendly units to hide inside from the melee phase. Stealth Suits can bypass this.

SERVICES

POLYCLINIC - 2 IP, Max 1 Per base - Costs 1 energy and 1 bC per turn to maintain. Removes all negative contentment related to health issues. May instantly heal any units (except vehicles).

TERRAN PARK - 2 IP, Illusion of Earth Tech, Max 1 Per base - Costs 1 Energy and 1 water to maintain. A piece of old earth. +1 Contentment in all of the base's colonies.

FOOD PASTE DISTILLERY - 2 IP, max 1 Per Base, Synthetic Foods Tech - Provides a substitute for regular food. Uses 1 Water, 1 Carbon and x Energy to maintain where x is the number of populations fed with this synthetic crap. Only the base's population and garrisoned units may be fed this way and they will all lose 1 Contentment.

ENTERTAINMENT DISTRICT - 3 IP, Social Psychics tech, Max 1 Per base - Costs 2 Energy and 1 Food per turn to maintain. +1 bC income, +1 Media Power and +1 Contentment.


- TECHNOLOGY -


Although there are already plenty of technologies to help facilitate martian colonization, there are still plenty of n

The March of Science continues on mars! Research can be expensive, but rewarding. There are 5 Categories of Technologies:
BIOTECH
ENGINEERING
PLANETOLOGY
INFOTECH
SOCIOTECH

Each time your faction completes research of a technology, one of the participating scientific colonies may gain expertise in one of the fields of the technology. Indicate this by adding the name of the field before the colony: BIOTECH Research Colony. Or do as you wish, just be sure to somehow keep track of what colony has what expertise. A colony may be an expert in multiple fields. If a colony has expertise in all fields that the technology is linked to, Its research output is DOUBLED towards that technology.

Simple Technologies and Continuous Projects

Prospect for Resources - 2 Research, PLANETOLOGY - Seek out new deposits of minerals and water in a target region. May be repeated. Very small chance of success in small regions. More likely to have results in larger regions.

Explore Anomalies - 5 Research, PLANETOLOGY - According to the previous expedition, there are a number of anomalies around mars worth exploring. As of right now, no such anomalies are known. You may discover anomalies during construction, troop movements and prospecting for resources.

Terraforming Brainstorm - 5 Research, PLANETOLOGY - Invest in researching new methods for terraforming mars. You may suggest your own ideas and negotiate their price with OP when starting this project. Once completed, the new method will be introduced into the mechanics.

Carbon Tubes - 5 Research, ENGINEERING - A strong, lightweight material with industrial and military applications.
Unlocks new units!
Economic Impact: +1bC income from carbon-based industry.

Aeroponics - 5 Research, BIOTECH - An experimental method of growing crops, significantly more energy and water-efficient then conventional hydroponics, but also requires expertise.
Economic Impact: Scientific and Biodome Colonies feed themselves.

Steroids - 5 Research, BIOTECH - A look at potential methods for boosting our colonists health and muscle mass.
Allows applying steroids to our troops in training. Steroids cost 2 bC and increase the unit's health by 1. No unit can be boosted twice.

Martian Motors - 5 Research, ENGINEERING
Military Use: Tanks
Economic Impact: Martian Railroads

Martian Networks - 5 Research, INFOTECH - Unlocks the Comms Center which allows for sharing technologies with other factions, as well as providing a boost to media.

Phobos Syndrome - 3 Research, SOCIOTECH - A study of the psychological and social effects of life on mars.
More Media Projects

Illusion of Earth - 3 Research, SOCIOTECH
New Facilities: Terran Parks



Advanced Technologies

Synthetic Foods - 10 Research, BIOTECH - An experimental method of synthesizing food. The more food produced this way, the more energy and water-efficient the cycle is.
Economic Impact: Food Paste Distilleries

Arcology - 10 Research, Requires Aeroponics Tech - BIOTECH - A new design for pressure-equalized, multibuilding biodomes that allows for more crops to be planted while also providing plentiful living space for those inside...
Economic Impact: If pressure on mars is at 60 milibars or more , Biodomes may be upgraded to Arcologies for 2 IP, and Arcologies may now be built from scratch using 6 IP. An Arcology Uses 1 Energy, 2 Water (1 more water then the Biodome), but provides twice as much food (6 Food). In addition, an Arcology can provide life support for any number of pops in the base.

Arcologies slightly reduce atmospheric CO2 and increase O2 concentrations.

Martian Chemistry - 10 Research, BIOTECH, ENGINEERING - Discover new chemical formulas that make more use of chemicals common on mars.
Military Use: Explosives and Mobile Artillery. Also required for Dropship bombing runs.
Economic Impact: +1 supply output of Factories when making supplies (for the same input).

Social Psychics - 10 Research, INFOTECH, SOCIOTECH
New Facilities: Entertainment District
New Media Project: Knowledge Channel

Nano-Optics - 10 Research, ENGINEERING INFOTECH
Military Use: Stealth Suits
Economic Impact: Research Colonies may consume +1 Water and +2 Energy. If they do so, they produce +1 Research.

Combat Robotics - 10 Research, ENGINEERING INFOTECH
Military Use: Battlesuits and Recon Drones
Research benefit: +10 Research towards Industrial Robotics upon completion.

Industrial Robotics - 10 Research, ENGINEERING INFOTECH
Economic Impact: Automated Industrial Colony - An upgrade to Industrial Colonies costing 5 IP. The upgrade Increases energy use by one but colonists are no longer required to operate the Industrial Colony.
Research benefit: +10 Research towards Combat Robotics upon completion.

Martian Jets - 10 Research, ENGINEERING PLANETOLOGY INFOTECH
Military Use: Gunships and Dropships

Coil Guns - 10 Research, ENGINEERING
Military Use: Gauss Rifles

Polar Colonization - 10 Research, PLANETOLOGY ENGINEERING
Description: Survive in the harsh polar regions!

Targeting Computer - 10 Research, INFOTECH
Military Use: Air Defenses

Subterran Operations - 10 Research, PLANETOLOGY
Economic Impact: Allows upgrading geothermal plants into heavy geothermal plants at the price of 2IP. Heavy geothermal plants produce 5 Energy instead of 3.

Find Alpha Base - 10 Research, PLANETOLOGY
Mission Objective: Investigate the whereabouts of the first martian colony.

Chart New Region - 10 Research, PLANETOLOGY
Description: Map one of the unexplored sectors and mark any potential base sites and anomalies.


Megastructures




- WARFARE -


[img][img]https://2.bp.blogspot.com/-FAO3m0UROdQ/V8cM8S-HPpI/AAAAAAAAh_E/Dw0Rdzfvezozzf5vlECJnxcOn3FIm7lUACLcB/s400/ghostsmars.jpg[/img][/img]


BATTLES

At the end of turns, battles may occur.

(Unlike in previous RPs) Battles do not take place on the regional level. If a region contains hostile forces, they will not engage each other unless given orders to do so. Units may engage other units in their region. In this case, evasion is taken into account first. If the attacking unit has lower or equal evasion to the engaged unit, then the defender may choose to retreat and avoid the fight. Otherwise a battle commences. Bases, lone colonies, facilities in a region may also be engaged. In this case, a battle commences there and there is no option to evade. If there are conflicting engagement orders, the higher evasion units take priority. If the engaging units with conflicting orders have similar evasion, then their battles are merged.

Once everyone is done engaging, Those units that did not engage or were engaged in battles may choose to join any existing battles!

Then, the battle sequence is as follows:
- All sides involved select targets for their units to fire at.
- All fire attacks are simultaneously resolved. (Some fire attacks might requires supplies)
- All sides involved select targets for melee attacks
- All melee attacks are simultaneously resolved.
- If any units are remaining on the battlefield, they may choose to withdraw regardless of evasion.
- If only one of the opposing sides have units/military colonies left on the battlefield, then they may seize control of any facilities or colonies that the battle was fought over. If there are multiple hostile factions left standing, another battle will commence at the end of NEXT TURN.

INVASIONS are special battles that involve an entire Region and involve much more intensive fighting. Invasions require at least 5 units from the attacking side and target an entire region for capture. During an invasion, all units and colonies take part in the battle regardless of their location. Also, The battle sequence plays up to 5 times instead of just once. At the end of an invasion, the victors must agree on how to split the spoils, else the battle will not end. Factions that remained neutral and were not targeted by the invaders are not affected.

Remember, military colonies are immune to capture and must always be destroyed. If there is a hostile military colony left standing in a base, none of that base's colonies or facilities can be taken over.

STAT INFO

- Firepower is the damage a weapon deals before the melee. Remember, for some weapons, need fuel or supplies to be reloaded or to deal extra damage!
- Melee is the damage a weapon deals during melee.
- Evasion is the ability to outsmart and out maneuver the opponents, thus being able to avoid bad engagements and trap enemy units. 0 by default. If a unit is on foot, its gains evasion from its gear. If its riding a vehicle, only the vehicle's evasion counts. Gear evasion is ignored.
- Health/Hull is the amount of damage a unit can survive before death. To regain health, units must return to their home base or to a hospital. They will regain health after 2 turns of rest. All units without vehicles have a default health of 2.
- Armor is the amount of damage a unit can IGNORE during each phase of the battle. Armored units are powerful, but expensive. (Note: Armor is not deducted from individual attacks, only from the sum of the damage the unit receives.). Multiple sources of armor do not stack. Only the highest value armor is taken into account.
- Fuel Need - If a vehicle needs fuel, and if so, how much. Some may require a 1-time fuel investment during construction, others require it when moving.
- Movement - Each unit can cover the distance of 1 region on foot each turn. Vehicles may be able to go further in that time.

Each military unit consists of 3 parts: Weapon, Gear and Vehicle. You must decide what equipment to give units during training, if any. You can make units without any weapons or armor. Later, while visiting friendly military colonies, you can swap your unit's equipment. You may also trade equipment between units. You can assign multiple weapons and gear to the same unit, up to 3 gear and 3 weapons but only 1 vehicle, 7 in total. However, during battle phase each unit may use only 1 weapon and drive 1 vehicle but may use all gear. They can swap gear and weapons between battle phases or leave their vehicle, but not enter vehicle. Between battles and even at the start of battles, units may swap any equipment they carry.

Some vehicles prevent their unit from firing its regular weapons or gear from taking effect.

VETERANCY
Finally, Units may gain Veterancy. Make sure to keep track of how many units your unit killed. After making some kills, they gain a level. There are 3 levels:
0 kill - Rookie (2 HP, no effects)
2 kill - Veteran (3 HP)
5 kill- Elite (5 HP, May use elite weapons)

Pitting your own forces against each other in an epic Battle Royale is a legit way of giving them experience.

WEAPONS LIST

Rifles - 0.5 IP - 1 Fire, 1 Melee - A traditional inexpensive ranged weapon.

Rocket Launchers - 1 IP, 1 Fuel - 1 Fire (5 against vehicle, 2 against Colonies and Facilities), 0 Melee - Designed against vehicles, these rocket launchers do extra damage against large, bulky targets. If provided with 1 supplies, the rocket launchers can be fired during the melee phase as well! The supplies are consumed in the process.

Machine Gun - 1 IP - 1 Fire, 0 Melee - Big, bulky machine guns for people with plenty of ammo. If supplied with 1 supplies, the machine guns can deal 300% damage for a total of 3 fire.

Pulsar Grenades - 0.5 IP, 1 Fuel - 1 Fire or 2 Melee - A one time use weapon, Can be thrown in either the ranged or the melee phase AFTER making a regular fire or melee attack (as an extra attack!). Deals +1 damage against vehicles.

Smoke Grenades - 0.5 IP - 0 Fire, 0 Melee - A one time use weapon, Thrown during ranged phase, takes effect before all other weapons. Shields the unit which uses it from enemy fire, ineffective during melee.

Flamethrowers - 0.5 IP, 1 Fuel - 0 Fire, 5 Melee (-2 Against structures) - Very effective at close range, but after use costs 1 Fuel to rearm!

Blow Torch - 0.5 IP - 0 Fire, 2 Melee - Allows repairing vehicles during combat for 2 damage (Hull) in both phases, or be used as weapon during melee.

Chainsaws/Maces/Battleaxes/Swords/Knives/Shields/Nunchucks/Pikes or any melee only weapon of your dreams - 2 IP - 0 Fire, 3 Melee (-2 Against Hull) - Can only be used by ELITE troops. Remember, you can swap weapons between phases!

Explosives - 1 IP, 1 Fuel, Martian Chemistry Tech - 0 Fire, 10 Melee (Conditional) - Must be used during the melee phase and target a vehicle, colony or facility. Multiple units can be assigned as backup to the team with the explosives, but none of these units may use any other weapons during melee. At least one of these units must survive melee phase for the explosives to be set. The target vehicle, facility or colony is then completely obliterated (unless it somehow has 10+ Hull or Health).

-

GEAR

Thermal Sensors - 0.5 IP, 1 bC - +1 Evasion +1 additional Evasion in polar regions, Max 1 Per unit.

Recon Drones - 1 IP, Combat Robotics Tech - +2 Evasion. Max 1 Per unit.

Engineering Equipment - 2 IP - Allows unit to build entrenchments at current location:
Trench - 1 Turns, 1 Hull - 1 unit can occupy the trench to gain +1 Armor during ranged phase. If a trench is destroyed, the unit within remains unharmed and continues to
Barbed Wire/Fortified Trench - 2 Turns, 2 Hull - An upgrade to the trench. Allows occupants to sit tight during melee, granting them immunity to all melee attacks, but in turn the occupants may not fire any weapons.
Fire Tower - 3 Turns, 3 Hull - An elevated platform that acts as a great vantage point, but puts troops at risk. Up to 1 non-vehicle unit can use the fire tower to make a second fire attack during melee phase! However, if the tower is destroyed, the unit occupying the tower dies as well. The unit inside the fire tower is immune to cannot be melee attacked. Fire Towers can be abandoned or climbed between phases by the defender's units.

Carbon-tube shirt - 0.5 IP and (1 carbon or 1 bC) - +1 Armor

Medkits - 0.5 IP - Allows restoring 1 Health to a unit between 2 battle phases. One time use!

Desert Suit - 0.5 IP - +1 Evasion. Max 1 Suit per unit.

Steel Suit - 1 IP - +1 Armor. Max 1 Suit per unit

Jet Suit - 1 IP, 1 Fuel, Martian Jets Tech - +3 Evasion. May choose to retreat before melee phase. At the cost of 1 Fuel, The Jet suits can relocate anywhere on the planet.

Stealth Suit - 1 IP, Nano-Optics tech - +5 Evasion. Max 1 Suit per unit. Cannot be engaged by units without thermal sensors or recon drones (and even those units have to have higher evasion!). Stealth Suits can bypass perimeter walls and infiltrate military colonies to safely plant explosives, unless at least one of the units present there have thermal cameras or recon drones, in which case a melee only battle will be fought between the infiltrators and any defenders.

Battlesuit - 3 IP, 2 Fuel, Combat Robotics tech - +5 Armor, allows firing 2 weapons during ranged phase! Max 1 Suit per unit!

VEHICLES
If a vehicle is destroyed, its drivers are killed along with it. Your troops can escape damaged vehicles between battle phases.

Rovers - 1 IP, 1 Fuel - 3 Hull, 3 Movement, 5 Evasion. Equipped with solar panels that recharge their fuel cells. Allows the crew to use their regular weapons throughout the battle.

Light Tanks - 2 IP, 3 Fuel, Martian Motors Tech - 3 Fire, 2 Melee, 5 Hull, 3 Armor, 2 Movement, 3 Evasion. Also needs no Refueling. Comes with Fire 3 Gun and can roll over enemies for 2 Melee damage.

Heavy Tanks - 3 IP - 5 Fire, 2 Melee, 7 Hull, 5 Armor, 1 Movement, 2 Evasion, Martian Motors Tech - Costs 1 Fuel to move between regions and 1 Fuel to join battles.

Landships - 5 IP, Megastructures Tech - 10 Fire, 10 Hull, 10 Armor, 1 Movement, 1 Evasion - Costs 1 Fuel to move between regions and 1 Fuel to join battles. Its fire attack can be split between up to 3 targets. Can be occupied by up to 5 other non-vehicle units which can all fire their own weapons while gaining +3 Armor from the cover offered by the Landship.

Mobile Rocket Artillery - 3 IP, 3 Fuel, Martian Chemistry and Martian Motors Tech - 3 Fire, 0 Melee, 5 Hull, 1 Armor, 2 Movement, 3 Evasion. Costs 1 Supply to fire. May provide artillery support to battles in its and neighboring regions without actually moving into battle at the price of 1 supply. The artillery support is worth 3 Fire and can be targeted at any unit. With recon drones, Mobile artillery is allowed to strike any target.

Mobile AA - 3 IP, 3 Fuel, Targeting Computer tech - 3 Fire (5 Against Gunships and Dropships), 0 Melee, 5 Hull, 1 Armor, 2 Movement, 3 Evasion. Instead of taking part in battles, it provide AA support, shielding against 1 Artillery support or firing at 1 Gunships or Dropships across its region. AA support costs 1 Supplies.

Dropships - 2 IP, 2 Fuel, Martian Jets Tech - 5 Hull, 2 Armor, 10 Evasion. Cannot Engage units, only bases. Can be flown without crew. Can other units, from anywhere, to anywhere once per turn. Dropships can deploy their cargo to any ongoing battle anywhere on mars. Can also be used to bomb bases with Martian Chemistry Tech: 2 Supplies = 3 Damage to a colony or facility. The attack itself counts as an engagement however and the dropship can only be attacked by gunships and enemy AA.

Gunships - 3 IP, 3 Fuel, Martian Jets Tech - 7 Fire, 7 Hull, 2 Armor, 10 Evasion, Can only engage other vehicles in air strikes across mars. Air strikes cost 1 Supplies.


- MEDIA -


Your media power can be used to carry out the following projects. Remember, Media projects have no finish date and continue providing benefits as long as you have the requires Media Power.

- News - 1 MP - Earns 1 Bc in ad revenue. Also Provides an objective picture of the world to your citizens and off-world viewers. This will slowly, but surely make them adopt whatever ideology your faction stands for. As long as you run the news, every 5 years, you may brainwash the population of a single colony (your own colony) to be "Loyal to death" to you and your faction. The population of this colony have its contentment forever set to 0 and will never rebel or strike or be in any way affected by foreign media... They will also resist foreign occupation, meaning that they will under no circumstances turn over their colony to the enemy. These colonies cannot be captured, only destroyed.

But, there is a catch. The total number of population you can have brainwashed is limited by your media power. Also, if you stop running News, they might become disloyal.

- Eco Documentaries - 1 MP - By reminding your people all the awful things mankind did to earth, you can gain support for your martian terraforming efforts. +1 bC of ad revenue for each terraforming facility on mars.

- Weather Report - 1 MP, Comms Center facility - Earns 1 Bc in ad revenue every time a facility is destroyed by weather anywhere on mars. Forecasting the weather and letting the public know about forecasted weather is quintessential for the colonization effort. Storms on mars are deadly and destructive, and if the people do not know when the next one strikes, they can easily get caught out in the open, costing martian lives, martian reputation and martian money. Solar panels and Wind turbines are especially vulnerable if not prepared for stormy weather. Letting citizens know about other dangers such as blowouts and resources shortages are also covered in these segments.

- Damage Control - x MP - A constant stream of propaganda aimed at negating the blowback from your latest criminal war. Whenever you lose reputation for any reason, it will be stated exactly how much media power you need to spend to counter the reputation loss. Also works on defending against media attacks.

- Slander - x MP - Note: x stands for any number of Media Power you wish to invest. You can attack another faction on the inter-planetary stage to undermine their credibility and standing with earth. Note that if you have actual evidence of their wrongdoing, you can double the effectiveness of this project.

Weather Reports prevent damages from disasters across your colonies. You can share your weather report with other factions to protect them as well. In fact, a single Weather Report could cover the entire planet.

- Attract Advertisers - 2 MP - Martian colonization ain't exactly cheap. Luckily, you can sell airtime to advertisers to raise a few bucks. The revenues from this depends on the size of your media empire. The base rate is 2 bC per turn, but for every 5 Media power you have, you can add +1 bC to your income.

- Colonial Drive - 2 MP - By showing the miserable folks on Earth how awesome it is to live on Mars, a new wave volunteers can be attracted to the red planet. They will appear on the global market, willing to work for free, you'll only have to cover their travel costs. This means though that the other factions can profit from this campaign as well.

- War Agitation - 2 MP, 10 power to complete - Outright attacking other factions can massively damage your reputation, both home and abroad. Instead, by beating the drums of war and for a few years and fabricating false claims, you can make sure that earth will look the other way as you plunder your neighbors. Unlike other media projects, War agitation takes time to complete. After running for 5 years, you will be able to convince your colonies and armies that the war you planned is just and full of good intent.

- Knowledge Channel - 2 MP, Social Psychic tech - By mixing science with entertainment, we can boost our colonist's enthusiasm about learning knew things. This will also ensure they have the technical insight into how the machines and life support systems around them work, and have a better idea of what to do in case of an emergency. May have the following effects
- +1 Research if per turn if you have no Research Colonies OR
- +1 Research per Research Colony OR
- +1 damage repaired to colonies or facilities per colonist.
You can change which effect applies each turn.
- The Knowledge Channel can be shared with other factions. However, the creator of the project must decide on the effect of the channel and this effect will apply to all factions watching the channel.


- Fin
Damaged colonies and facilities are inoperable and may not produce resources.
The only exception are military colonies which may continue work undisturbed even if damaged.
2 Hull can be repaired per IP and maintenance colonies can repair 1 Hull per turn for free each turn.




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User avatar
Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Mon Mar 09, 2020 4:03 pm

THE STORY SO FAR...

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The Universe is dying...

Countless eons have passed since mankind's escape from earth, and its cosmic diaspora. Countless stars were born and extinguished since their first radio contact with alien intelligence... With space being so vast and rich in resources, they foolishly believed that peaceful coexistence would be self evident... one could not be further from the truth.

The first alien broadcasts decoded warned of an impending danger. It explained on repeat that supernovas and black holes are not a natural phenomena, but the ultimate weapons of mass destruction which are used relentlessly to sterilize all other forms of life by malovelent beings. The universe turned out to be already teeming with intelligent life, engaged in endless cosmic wars spanning several galaxies. It would not be long before humanity is caught in the crossfire.

Other signals from remote corners of the sky offered a wealth of knowledge, revealing serious errors in human science, but The rules of relativity stood firm. As Humans and Xenos traveled across the stars at near light speed velocities, the universe around them came to life. Distant galaxies whirled at breathtaking speeds as years turned into seconds while stars were born and destroyed all around them.

Often, a merchant or explorer returning to their homeworld would find nothing but the ashes of their civilization, that is if the planet was still in one piece. These unfortunate travelers would have become nomads, wandering around the universe in search of a new home. But as they would soon find out, the world around them aged much faster then anticipated.

As the intergalactic wars continued their escalation, a new weapon of mass destruction was discovered. The Hypernova. Shattering blackholes at the galactic center using antimatter caused massive tides of gravitational waves and γ radiation. These explosions reduced everything in their path to cosmic dust, and hastened the expansion of the universe by several orders of magnitude.

Those few who survived the final cataclysm searched the the sky for stable stars within reach, their numbers diminishing rapidly and accelerating away from each other. The night sky became dimmer and dimmer... Soon, there would be nothing left.

Amidst the chaos however, a single cluster of stars remained bound together by an unknown force. The bright pulsar at its edge visible from millions of lightyears away. The "Omega Cluster" contained several dozen star systems of various size, with possibly hundreds of planets and moons. Some might even support life, the survivors hoped as they set course to the cluster. As they would soon find out, they were not alone...

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SPACETIME CONTINUUM

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TIME

Time is measured in Gigaseconds (or Gs, 1 Gs = 31.6887646 years). The passing of each Gs constitutes 1 turn.

The IC thread's opening post keeps track of the present time (say, turn 3) and advances by 1 Turn per day on average. Players may write the history of their species for the past, the present and the future. However, some rules apply.

Once written, your past actions may never be altered, and you should try not to fall behind by too much.

Your present actions cannot be altered, and some or all of your present orders for the turn can be hidden (for example, fleet orders for attacking a planet, or secret projects) (in this case, TG the OP those orders).



SPACE

The Ω cluster is home to the last stars of the universe.

1. The Cluster consists of Star Systems.

2. Each Star System is home to a number of Planets and Moons. Some may also contain anomalies.

3. Each Planet and Moon may be divided into Continents. Potentially, there may also be Oceans and other regions of importance on the surface. Each Continent may contain 1 type of Resource and can support a single Colony (without technology).

Since the width of the Ω cluster is about 30 lightyears, It is possible to reach any destination withing a single turn.

In addition, the Ω cluster may contain Deep Space Objects (or DSOs) which are outside of solar systems and be discovered by radiotelescopes. Finally, there are "locations of interest", such as space stations, asteroid belts, anomalies. Spacecraft may visit these locations of interest and DSO only if their faction has learned of its location through exploration or contact with other factions that have explored them.


-

STARS, PLANETS AND MOONS

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STARS

The intensity and size of stars go from brown dwarf to red giant. The brighter a star, the more energy they radiate and the warmer orbiting planets are, distance taken into account.

Each faction conducts exploration on their own. They are unaware of everything outside of what they explored until radio communications are established with another faction through telescopes or 2 of their explorers meet on the field. From that point on, they have to wait 5 turns before they are "officially" aware of the other faction's exploration results and the location of their colonies, fleets and stations. You may also re-explore what someone already explored to avoid having to wait for 5 turns.

PLANETS AND MOONS
Upon surveying a planet, you will gain detailed information about the planet in the following category. What this means for your species depends on its characteristics.

CLASS: (R,L,G)
Rocky - Supports surface structures and colonies by default. May have Atmosphere, Lithosphere and Hydrosphere.
Liquid - Does not support surface structures and colonies by default. May have Atmosphere and Hydrosphere.
Gaseous - Does not support surface structures and colonies by default. Only has Atmosphere.

AVERAGE SURFACE TEMPERATURES: (Based on atmosphere, sun and distance to sun)
Hot - +500K
Warm - ~ 400 K
Temperate ~ 300 K <- Liquid water!
Cool - ~ 200 K
Cold - -100 K

ATMOSPHERE
Hydrogen
Helium
Nitrogen
Oxygen
Sulphur
Carbon
Planets atmosphere may consists of a mixture of these elements at various concentrations. The exact concentrations are irrelevant. The 3 most relevant gases are listed per planet. Certain combinations may be considered "Toxic".

"HYDROSPHERE" (or LAVASPHERE/METHANOSPHERE)
H2O (All continents have free access to Water)
Molten Metal (All continents have free access to Metal)
Liquid Methane (All continents have free access to Carbon)
???
???

LITOSPHERE
- May vary by continent -
Ice Sheets (Carbon or Water)
Deserts (Silicon or Metals)
Wastelands (May have any resource, or none at all, possibly Toxic, Irradiated or ???)
Tundra (Carbon or Water) - Contains Carbon-based life which negates terraforming effects from 1 industrial colony while untouched (no colony built on).
Mountains (Metals or Rare Elements)
Eden (+1 Food, +1 Harmony for carbon based life forms (+ Colony bonuses), Water in all cases) - Contains Carbon-based life which negates terraforming effects from 2 industrial colonies (no colony built on).


-

EXPLORATION

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Exploration is risky but rewarding. There are several dozen systems in the Ω cluster to explore, but there is no telling in advance of what you will find. With each planet you colonize or establish an outpost on, your fleet range is extended, allowing for new systems to be visited. Your choice of unexplored systems lists only the star's class and nothing about its planets.

- It takes 1 Turn for an exploration vessel to travel to a system. When it arrives, it may immediately classify all its planets and moons.

- In order to fully explore and prospect a planet or moon, you must send the explorers on an expedition to said moon/planet, which takes 1 full Turn.

- If all goes according to plan, you will receive a report of the crew's findings at the end of the turn. If something happened to the crew, you might never hear from them again and count as M.I.A. until their fate is investigated.

- While on an expedition, your explorers may encounter anomalies that require immediate response or offer opportunities for later.

- Each faction has a leader or a main character, who can be on board spacecraft or be assigned to colonies/outposts/armies. He counts as the eyes and ears of your faction. If said character is present during exploration, your chances of success are increase and you may choose your response to any anomaly you discover.



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RESOURCES

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There are several types of resources to keep track of. By default, your planets may not exchange them and are on their own to provide whats needed. Technology and infrastructure may change that.

PEOPLE
1 unit of population counts as ~100,000,000 souls (can be more or less depending on your species type). They each need 1 Food per turn to survive, and 1 Harmony to thrive. Your people populate your colonies. Colonies are INOPERABLE without workers. By default, your people are stuck on whatever planet they landed on, with colony ships being the only means to transfer them.
- At the end of each turn you MUST increase your population by 1 on a planet of your choice. You may only increase population type to whatever species inhabit that planet.
- If your population has nowhere to live, they will build slums (-1 Harmony) on a random continent. Slums do not take up space and can grow in size. Slums are automatically destroyed whenever you can offer them a colony to inhabit.

FOOD
1 unit of food counts as provisions (drinks, sustenance, medicine) for 100,000,000 souls (can be more or less depending on your species) NOTE: Robots dont eat. Excess food spoils at the end of each turn. Only count what you produce/consume the current turn. If there is a shortfall of food, you will recieve a famine event (may lead to deaths, emigration, riots etc. the longer the famine lasts, the more severe the effects). You cannot send or recieve food from other planets/moons by default.

ENERGY

1 unit of energy powers 1 ADVANCED colony for a turn. Your ADVANCED colonies are INOPERABLE without energy. NO sharing this resources across worlds. by default.

HARMONY
Harmony represents the morale and well being of your people. You get -1 Harmony for each population you have! You may gain Harmony from certain colonies or technologies/social breakthroughs.
+ Harmony improves research and productivity and helps negate effects of famine and bad events.
- Harmony can lead to crime, disease and separatism.
The total sum of all Harmony on all your planets is your Progress rate. Your progress rate equals the % chance of a scientific or social breakthrough (Net Harmony of 5 = 5% = 1/20 odds of breakthrough). Social breakthrough are based on your factions ideology, Scientific ones are based on your research focus.
Excess/Negative Harmony does not accumulate over time. Harmony is recalculated every turn.

CREDITS
Credits (or you may rename your currency/measure of production) represent your industrial output. Credits are used to build new colonies, stations and ships. The SOLE source of Credits is industrial(Factory and Replicator) colonies. Credits are the only thing that can accumulate on your planets. Aslo, Credits can be invested in other planets/moons/systems if the planet that produced them has a spaceport!!!

WATER, SILICON, CARBON, METALS, RARE ELEMENTS
These 5 types of resources are used to power Farming/Hydroponics colonies (WATER), Factory/Replicator colonies (SILICON, CARBON AND METALS) and Reactors (RARE ELEMENTS). Surplus is always wasted (no leftover after a turn). Cannot be shared by planets by default.
IMPORTANT! If a colony is built on a continent that has a resource, that colony may use that resource for free. (No need for mines/drills) Also, Hydrospheres can provide resources (free water, metal or carbon) to all continents on a planet.
EXAMPLE: A Farming colony on a planet with H2O Hydrosphere gets its water for free.

Note: There may be rare and unique resources around the omega cluster waiting to be discovered!


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COLONIZATION

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ESTABLISHING COLONIES AND OUTPOSTS

Planets and moons that meet your species' needs can be colonized using a colony ship, or an outpost can be built there by sacrificing an exploration vessel. Through research, you may make uninhabitable planets colonizable, however, those planets will never be as productive as habitable ones (until terraformed). In fact, some colonies may require a constant stream of supplies from elsewhere and drain your faction's resources and will not make sense to live on unless that planet has something special to offer.

Once a Colony ship arrives in a system (after a 1 turn journey) it may immediately establish a colony on any continents of potentially habitable planets and immediately build 1 Basic Colony type of your choice, ready to produce next turn.

Exploration vessels can also be converted to outpost at the end of a turn for free (provided they are not M.I.A.). Outposts come in 3 (+ 3 unlockable) types:
- Fuel Depot: Unlocks nearby systems for exploration without needing to build a colony.
- Radio Station: Increased odds of intercepting alien communications and keeps track of fleet movement in neighboring systems.
- Remote Research Site: Prerequisite for secret projects.
- ???
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You may only build 2 outpost + 1 for each colonized planet you have.

COLONY TYPES

Colonies come in 2 types.
Basic (Needs no energy or research, costs 5 C can be built from the beginning on fully habitable worlds.
Advanced (UNLOCKED BY TECHNOLOGY - can be built on any worlds for which you have the technology to colonize, inhabited by 1 population)
There is also:
Metroplex (UNLOCKED BY TECHNOLOGY - A Megacity that fits on a single continent that can expand to accomodate multiple colonies (districts) stacked on top of each other, and if there are at least 5 pop worth of inhabitants, a single monument.
Most colonies, districts require 1 population to inhabit and work in them, which in turn has to be supplied with food. Some colonies are fully automated, and are exceptions (This is always written on the description). They do not need workers and cannot be inhabited.

Remember, Each continent has enough room for only 1 Colony! (some events/techs may change this!)

BASIC COLONIES
Require Breathable atmosphere, water and optimal (300K) temperatures, in other words, fully inhabitable worlds.
Costs 5 C to build.

- Farming Colony - Converts 1 Water to 2 Food. +1 On Tundra/Desert, +3 On Eden.

- Mining Colony - Extracts 2 units of any local resource for consumption elsewhere on the planet.

- Factory Colony - Uses 1 Metal/Silicon/Carbon to produce 2C per resource available (Can consume all 1 of each resource to make 6C in total. Slowly Terraforms planet towards higher surface temperature, Carbon atmopshere and may increase toxicity, possibly altering continent types. May use 1 Energy to cancel terraforming effects.

- Service/Commercial/Resort/Faith/Entertainment Colony (based on ideology) - Uses 1 Water, Provides +3 Harmony to the planet (+2 on Eden).

- Research/University/Knowledge Colony - Provides +1 [color=#4080FF]Tech
per turn or +2 Tech per turn if provided with 1 Silicon and 1 Energy.

- Renewable Energy Array - AUTOMATED. Cannot be inhabited by population, does not require workers! Requires an Atmosphere OR must be/in orbit of 3rd or closer planet of the system. +1 Energy No questions asked. +2 Energy on Eden (Hydroelectric power).

- Telescope Array - AUTOMATED. Cannot be inhabited by population, does not require workers! Requires at least 1 University/Scientific colony on the planet (which operates it remotely). Required to locate new systems and search for alien signals. At the price of 1 Energy per turn, it may transmit 1 known technology to another faction which also has a Telescope Array (over the course of 1 turn).

ADVANCED COLONIES
Can be built anywhere you have the technology to colonize (can also be built on fully habitable worlds but sometimes not worth it).
Costs 5 C to build.

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METROPLEX DISTRICS/MONUMENTS
Require Breathable atmosphere, water and optimal (300K) temperatures, in other words, fully inhabitable worlds.
Costs 5 C to build.

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To Be Announced.


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STATIONS

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SPACE STATIONS

In the
- geosynchronous orbit of each planet and moon,
- their Lagrange points,
- at asteroid belts,
- at the edge of solar systems or
- deep space, (pretty much anywhere you want to!)
space stations may be constructed with various purpose in mind. Space Stations may be clustered together to act as a single point of interest, allowing them to assist each other in production or battle.

NOTE: Outposts may initially only be built on planets. A later technology allows outposts to be built in space by explorers.

STATION LIST

Space Port (5 C, 0-G Construction) - 5 HP, 2 Slots, Max 1 per location - Built in orbit of Planets and Moons. Provides crew, life support and defense to a station. cluster. May repair up to 2 spacecraft per turn to full health. Allows C produced on the planet/moon it orbits to be spent anywhere in the universe.

Shipyard (3 C 0-G Construction) - 3 HP - Must be built adjacent to a Spaceport, Outpost or Habitat - May assemble 1 spacecraft per turn OR May repair/refit up to 2 spacecraft per turn to full health/replace module slots.

Weapons Platform (2 C 0-G Construction) - 2 HP, 1 Slots - Must be built adjacent to a Spaceport, Outpost or Habitat - 1 C Maintenance cost per turn.

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SPACECRAFT

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TRAVEL
At the start of each turn, spacecraft may set course for any star system. This information may be classified and revealed at end of turn.
Spacecraft may specifically end their turns at a location of interest in the target star system(Planet/moon orbit, station, asteroid belt, nebula, anomaly, Lagrange point, Deep space...) or just be floating around in general.
- If spacecraft are not traveling, they may instead interact with a planet/moon/station if possible.
- Explorers may both travel and interact (explore) in the same turn. All other ships must may only do one.
- Ships being built are not allowed to do either.

CLASSES

- Colony Ship (10 C, Cryostasis, Ion Drive) - 10 HP, 0 Slots - Loads 1 population from a planet upon completion. May colonize habitable planets (establish basic colony of any type on a continent) over the course of a turn.

- Exploration Vessel (5 C) - 5 HP, 0 Slots. - Only type of spacecraft which may be built at a planet without a shipyard. Capable of landing on planets and building outposts.

- Destroyer (5 C, Ion Drive) - 5 HP, 2 Slots - 1 C per turn maintenance cost.

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PARTS

Spacecraft and stations with "slots" may incorporate weapons, shields, armor, reactors and special equipment into their designs. The cost of the design is the cost of the base hull + parts. Parts do not impact maintenance costs. Ships may be retrofited at shipyards (parts replaced) by paying the total cost of the new parts being added.

The parts determine a ship's stats for the following values.
- HP = Base HP + Armor
- S = Sum of Shield generator parts
However, you s hould list each weapon aboard the ship separately.
- P = Photonic damage from one weapon.
- K = Kinetic damage from one weapon.
- F = Flak damage from one weapon.
- M = Missile damage from one weapon
- Q = Quantum damage from one weapon.
So the final stats for a destroyer may look like this:
- Pride of Cevelli -
8 C, 5 HP, M2, F2,


MISSILES

- Torpedo Bay (2 C) - Missile 2. May bombard planets (10% per turn)

- Atomic Warhead - (5 C, Hydrogen Power) requires Torppedo Bay aboard. - Missile 1 AOE (damages everything, friend and foe, Cannot be intercepted by flak or dodged). May bombard planets (100% per turn). Leaves target continent Irradeated. Can only be used once per battle. Once armed, deals damage 1 Phase later.

- Antimatter Warhead (10 C, Quantum Power) - Must have a Reactor and a Torppedo Bay aboard. Can either Disable all shields and photonic weapons on all ships in battle OR Missile 3 AOE (damages everything, friend and foe, Cannot be intercepted by flak or dodged). May bombard planets (200% per turn). Can only be used once per battle. Once armed, deals damage 2 Phases later.

FLAK

- Flak Battery (1 C) - Flak 2

KINETIC

- Kinetic Battery (2 C) - Kinetic 3 May bombard planets WITHOUT ATMOSPHERE (10% per turn)

- Rail Gun (2 C, Superconductors) - Kinetic 3, May bombard planets (20% per turn)

PHOTONIC

- Photon Lance (2 C, Focusing Crystals) - Photonic 2

- Photon Prism (5 C, Prismatic Core, At least 1 reactor aboard) - Photonic 5

QUANTUM

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ARMOR

- UltraSteel Plating (5 C, UltraSteel) - +5 HP, Take 50% less Missile damage. Max 1 per ship.

SHIELDS

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REACTORS

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WARFARE

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SPACE BATTLES!

Battles in space occur when 2 fleets/hostile space objects end their turn in orbit of the same planetary system (includes orbits of planet and its moons) or asteroid belt/location of interest. In this case, a space battle occurs. This can also involve stations from both sides in very extreme cases. Any other ships in the system may also choose to join the battle.

PHASE I - Laser warfare -

- First, all Photonic weapons are fired by both sides simultaniously,
- Damage is then evaluate for each side. Shields take damage first, then hull points.

PHASE II - Close Combat -

- Missiles and Kinetic weapons may be fired simultaneously (no Photonic weapons this phase!).
- Any Flak weapon may then cancel its attack to instead protect its fleet from Missiles. 1 Point of Flak may cancel 1 Missile damage. Flak also deals double damage to strike craft.
- All damage is then evaluated, first Kinetic then Missiles, Shields take damage first, then Hull points. Missiles deal double damage on impact with Hull.

Special: Boarding ships select their targets at the end of the phase.

Withdrawal: You may attempt to withdraw from combat at the end of this phase. Destroyers and strike craft withdraw immediately. All other classes can withdraw 1 full phase after their withdraw is ordered, during which they are still in the battle (and can deal damage/be damaged).

PHASE III - Melee -

This phase repeats until one side withdraws or is completely destroyed.
- All weapons are fired simultaneously and then damage is dealt in Photonic => Kinetic => Rocket order.
- Ships may be ordered to ram other ships at the start of the phase (Requires Fanaticism) which always results in the ramming ship being completely destroyed, while dealing damage equal to their max HP to the target. This is dealt at the end of the phase and requires the ship to survive damage dealt to it this phase.

Special: Boarding ships make rolls to see if they captured the target. If yes, the ship is now under your control and may be used in the following phase.

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ORBITAL BOMBARDMENT!

Ships may use their turns to bombard moons/planets, provided there are no hostile forces present near the moon/planet. Planetary bombardments destroy a % of a target colony. If destruction reaches 100%, the colony is destroyed and its inhabitants are exterminated. Ships may also attack anomalies and outposts with bombardment weapons. Outposts are destroyed by 20% destruction, anomalies may vary.

Colonies cannot perform their economic function if 50% or more damaged. Colonies can heal 10% per turn on their own, or repair for 20% per C spent BUT ONLY IF THE PLANET IS NOT UNDER BOMBARDMENT.

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PLANETARY COMBAT!

Armies may be built by fortress colonies for 2 C each and have a supply cost of 1 C per turn. It takes 1 full turn for an army to leave its planet (and another full turn to travel to other systems, does not require a full turn to land), and is then counted as a spacecraft with 2 HP. Armies can land on hostile planets only if there are no hostile ships/stations around it. After successfully landing on a planet (or moon), a battle commences.

PHASE 0 - Mobilization -

- Each colony on the planet with less then 50% destruction mobilizes a single defense army at no cost. Fortress colonies can instead always mobilize 3.

PHASE I - Landing -

- Defenses on the planet from fortress colonies may attack transports to destroy armies prior to the engagement.
- The attackers then choose a continent where the battle occurs.
- A roll is made with a d6 for each invading unit with the following potential results:
- 0: It's a TRAP! Your army is captured and become P.O.W. for ransom.
- 1: High-speed Impact. The army is lost. 5% destruction to the continent.
- 2: Crash Landing. The army is lost if the planet is not fully habitable.
- 3: Flak Zone. The army is lost if there is a Fortress Colony on the planet.
- 4: Rough Landing. No effect.
- 5: Safe Landing. Return army to orbit alive if invasion fails.
- 6: Tactical Landing. Immediately destroy a defense army. Return army to orbit alive if invasion fails.
- 7: Surprise Achieved. Immediately destroy 2 defense armies. Return army to orbit alive if invasion fails.

0 and 7 can only be triggered by +/- modifiers from leaders, technologies or planet features.

PHASE II - Battle -

- A roll is made with a d6 to determine additional casualties:
- 1: Rat War. Destroy 1 invading army for each colony on the planet with 50% or more damage.
- 2: Air support. If there are ships in orbit with bombardment capability, destroy 1 defense army. If there is also friendly strike craft, destroy 1 additional defense armies.
- 3: Rocket Barrage. If there is a fortress world on the planet, destroy 1 invading army.
- 4: Encirclement. Destroy a defense army.
- 5: Dissidents. If the planet has negative harmony, Remove a defense army. The invaders may pay 1 C to gain the army to fight for them instead.
- 6: Resistance. If the planet has positive harmony, Gain a defense army.

- Remaining armies then annihilate each other as if they were matter and antimatter. 1 army dies from each side on repeat until only 1 side has armies remaining. Mobilized armies die last. If no armies remain, the defenders win. For each army destroyed, 5% collateral destruction is applied to the continent where the battle occurs. Invader armies with rolls 5-7 may withdraw prior to annihilation if the odds look bad.

PHASE III - Siege -

Fortress colonies cannot be captured, only destroyed and will fight to the very last. Their siege may go on for decades. Each army on a planet may deal 10% destrution per turn to a fortress colony. They can also be destroyed by orbital bombardment. The rest of the planet however may be occupied.
Fortress colonies do not require food or energy during the siege and will produce 1 fresh army each turn at no cost which may attempt a breakout at the end of the turn, or wait for more reinforcements to build up.

OCCUPATION!

If an invasion is successful. The invading faction gains control of the planet. Harmony may never be positive on an occupied world until its popultion is fully replaced, but gain +1 Harmony for each occupying army and +1 Harmony for each fortress colony while there are hostile species on the world.

While a planet is occupied, Any hostile species on the planet gians resistance points for the planet.

You may not mobilize defense armies from colonies of hostile species and the occupation automatically ends if there are no armies left.

If the occupied planet has a research colony, learn a random technology from the former owners.

PURGE!

If there are at least 3 occupation armies on a planet, you may purge a colony from its inhabitants each turn, while keeping the infrastructure intact while at total war with the faction of that species.

RESISTANCE!

Each faction with population on an occupied world gains resistance points:
+ 1 for each population each turn.
+ 1 for each point of negative harmony on an occupied world if it was formelly controlled by your species.
+ 5 each turn while the planet is being purged.

You may spend resistance point on one of the following:
- General strike (2 points per turn, negative harmony) - A colony of your choice (except farming/hydroponics) halts production for the next turn.
- Smuggling Ring (10 points, max 1 per industrial colony) - Planet must have a spaceport. +1 C to the occupied faction or +2 resistance to the planet.
- Underground Factory (15 points, max 1 per colony of your species) - Pernament +1 Resistance per turn to the planet. +1 Resistance Army during an uprising.
- Guerilla War (30 points) - Destroy an occupying army.
- Uprising (50 points) - Spawn 1 Resistance armies + 1 for each underground factory. Each resistance army then destroys 1 Occupation Army. If there are no occupation armies, the occupation ends and the faction organizing the resistance gains control of the planet. If there are still Occupation Armies left, all colonies loyal to occupation mobilize defense armies and an invasion from Phase II is fought out.


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TECHNOLOGY

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Technologies are divided to 3 groups.
Physics - Weapons, Energy, Communication, Shielding, Research
Biotech - Food, Harmony, Habitability, Terraforming, Genetics
Engineering - Industry, Infrastructure, Terraforming, Weapons, Spacetech

They also come in tiers.
Tier I (Industrial): 3 Techs per group, 20% odds.
Tier II (Space Age): 3 Techs per group, 20% odds.
Tier III (Nano): 2 Techs per group, 10% odds.
Tier IV (Quantum): 2 Techs per group, 5% odds.
Tier V (Enigmatic): 1 Techs per group, 2% odds.
Tier VI (Transcendent): 1 Techs per group, 1% odds.

Total number of techs: 9+9+6+6+3+3 = 36
Only Tier 1 techs can be specifically selected for research.

RESEARCHING TECHS

- Each Research Colony conducts research independently.
- Each Turn They may select any tier 1 tech or 1 of the 3 technology groups and attempt to unlock the secrets of a technology. They then make one roll with a d100, and if they roll the % treshold or below, they discover the selected tier 1 technology or one random technology from the next available tier. The more advanced the technology, the smaller the odds.
- Each time a colony fails to research a technology, they add their current odds to the base chance and they will roll for that next turn (so a if a colony has 20% chance on turn 1 for a tech, it increases to 40% chance the next turn, then 60%, 80% and finally 100% on turn 5). Finally, each failed roll adds +1% to technology breakthrough chance. This roll is made 1 times per turn per faction. A breakthrough can find unique technologies which cannot be discovered from the tech tree or discover a technology 1-3 tiers ahead of your current level.

TIER ONE TECHS

PHYSICS

Focusing Crystals
- Unlocks Photonic Lance.

Atomic Power
- Unlocks Reactor Colonies, which can convert 1 Rare Elements to 3 Energy.

Ion Drive
- Required for Colony ships and Destroyers.

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BIOTECH

Gas Synthesis
- Allows constructing Atmospheric Terraformer (5 C) on any type of continent. AUTOMATED. Uses 1 Energy, May increase or decrease any type of gas on the planet its built on (1 - 5% rate per turn, progress faster on small worlds/moons), does not require/house workers. May (depending on location) imp act surface temperature when adding or substracting gases.
- Allows advanced colonies on planets without the right type of atmosphere.

Hydroponics
- Unlocks Hydroponics Colony- Converts 1 Water and 1 Energy to 3 food, irrelevant of continent type.

Cryostasis
- Required to construct colony ships

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ENGINEERING

0-G Construction
- Spaceports, Shipyard and Defense Platforms

Underground Colonization
- Subterran Colony - Uses 1 energy, extracts 3 resources of the type available on its continent. Immune to bombardment. Allows for a 2nd colony to be built above.

Ultra Steel
- Fortress Colony - Uses 1 Energy, Provides 3x the defense armies during an invasion. May train 1 army per turn. Can destroy 50% (rounded down) of all invading transports. (2 fortress colonies destroy 75%, 3 destroy 87.5%).
- Unlocks Ultra Steel Plating spaceship parts.


Deep scanning
- Allows for finding hidden anomalies.
- Allows building archeology outposts on hidden anomalies and excavate artefacts.


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LEADERSHIP

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Each faction has leaders, or a characters of importance. You may extend their lifespan to your liking artificially, or get rid of him/her and replace with another character at any time. Perhaps have 2 or 3 different characters of importance and swap between them each turn. However, you are only allowed to use one of your characters each turn to perform an action.

The base available actions are:

- Coordinate Development: +2 C on his/her planet to be spent on building colonies.
- Independent Research: Attempt to discover a tier 1 technology. Same rules apply as to research colonies.
- Assist in Research: Allows a Research colony to roll twice in a row (2nd roll made with better odds).
- Oversee Terraforming Efforts[:/b] Double Terraforming speed.
- [b]Raise Militia:
+1 Defense army on his/her planet which has no maintenance cost, but cannot be moved. Max 1 such defense army per colony.
- Command Defense Forces: -1 to invasion rolls. Repair 20% destruction per turn spread out across all colonies if being bombarded, 100% if not being bombarded.
- Command Invasion Forces: +1 to invasion rolls. 50% less transports lost to defenses.

You may also appoint characters to the rank of governors/captains/spymasters/diplomats/project leaders. It takes an action to appoint them, but once appointed, they provide a passive bonus until removed from position. You can have a maximum of 2 appointed leaders.

- System Governor: +2 Harmony on his/her planet. +1 Harmony on all other planets in the system.
- Ambassador: Assigned to another faction, Required to conduct diplomacy.
- Starship Captain: Your character becomes attached to a spacecraft currently docked at a friendly spaceport (this costs an action, but you then gain a passive bonus for that ship. You may have no more then 2 characters leading crew).
Exploration vessels - Launch 2 expeditions per turn, without the risk of going M.I.A., choose anomaly response if you encounter one, Allows phase 1 withdrawal from space battles.
Colony Ship - Allows phase 1 withdrawal from space battles. Become System Governor when founding colony.
Destroyers/military craft - During battles, allows firing a weapon aboard twice each phase, or repairing 2 HP damage each phase. May repair all damage after a battle. Allows phase 1 withdrawal from battles.


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ALIEN CONTACT

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RELATIONS
2 factions may have the following stances towards each other
- Unknown - Neither may interact with the other through any means (default)
- Alliance - Requires appointed ambassador from one side. You are aware of everything your ally is a aware of except secret projects, you may join you're ally's battle and exchange off-world resources. Gain 5% bonus to rolls towards any technology you allies already have. Anyone declaring war on one of you declares war on all your allies, but you may choose not to join you're ally's war.
- Trade pact - You may exchange off-world resources. Gain 5% bonus to rolls towards Tier 1 and 2 technology your friends already have.
- Peace - No effect.
- War - Your ships and stations automatically engage in battle, No orbital bombardment of colonies or purge of population.
- Total War - Your ships and stations automatically engage in battle, No rules.

You may improve relations 1 step up (from total war to war to peace to trade pact to alliance) each turn only if both sides agree to it and at least 1 side has appointed an ambassador to the other.
You may worsen relations 1 step down unilaterally each turn.

DISCOVERY
You may discover other factions through several means:
- Explorers stumbling upon their planet
- Radio Telescopse intercepting their signals
- Spacecraft/Stations end up on the same location.

When discovering another faction, you will receive a TG and may secretly respond in the following ways:
- Peaceful Inquiry - Starting Relations: Peace. 5% chance for each of you to learn a technology from one another.
- Blaster Fire - Starting Relations: War.
- Isolation (only available if your explorers/telescope find their signal/planet) - You will remain unknown to each other.


SOCIETY

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IDEOLOGY
Each faction may follow a 2 compatible idological paths, granting a small initial bonus, but evolve over time with breakthroughs to greater potency. You do not have to pick your path at the begginning (but is worth doing so).

Available Paths are:

Incompatible Group A
- Reason - +1% chance when rolling for scientific breakthrough. (Breakthroughs help research).
- Faith - +1 Harmony on each planet. (Breakthroughs help Food supply and Harmony).

Incompatible Group B
- Liberty - 3x resistance points during occupation. (Breakthroughs help Harmony and Leadership).
- Obedience - No penalties from negative harmony on your 1st planet. (Breakthroughs help Armies and Leadership).

Incompatible Group C
- Planning - Population in slums may convert 1 surplus resource (must be extracated from mines) to 1 C. (Breakthroughs help Industry).
- Competition - No Harmony Penalty from population in slums. (Breakthroughs help Industry).

PROGRESS
Each point of positive Harmony counts as +1% towards a social breakthrough. Each social breakthrough grants a pernament bonus to your species based on your ideology. Your breakthrough % is halved for each breakthrough you already have.

FOREIGNERS
You may end up with alien population inhabiting planets under your control. Such popultions have to be kept track of.
So long as you are not at war with the faction of that species, they will cause no trouble. You may even use them as leaders.
If you are at war with said species, they will generate resistance point for their faction and if they inhabit colonies, those will not mobilize during an invasion.
Last edited by Harkback Union on Sat Mar 14, 2020 9:35 am, edited 45 times in total.

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Harkback Union
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Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Thu Mar 12, 2020 7:11 pm

Last edited by Harkback Union on Thu Mar 12, 2020 7:41 pm, edited 2 times in total.

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Harkback Union
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Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Sun Mar 15, 2020 7:39 pm

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https://www.artstation.com/artwork/QzYK8d

https://www.artstation.com/artwork/DNGz9

https://www.google.com/search?tbs=sbi:A ... PGRcL3JXwg

https://www.google.com/search?tbs=sbi:A ... lnE5uNBQbA

https://i.pinimg.com/474x/39/12/6f/3912 ... c-city.jpg

https://4.bp.blogspot.com/-_KEx6HNbTic/ ... on%2B1.jpg

https://www.google.com/search?tbs=sbi:A ... n3LoRRQ-XQ

-

There is something peculiar about this world.
It is much too small for a gas giant.



TIER TWO TECHS

PHYSICS

Magnetic Shielding
- Unlocks Shield Generator Spaceship Part (costs 2 C): 3 Shields (absorbs damage before hull). +1 slot. Max 1 shield generator per ship.
- Fortress colonies are immune to bombardment from orbit.

Portable Reactors
- Unlocks Reactor Core Spaceship Part (costs 3 C, at least 1 reactor colony built): +1 to all photonic weapons and regenerate 1 points of shields after all damage is dealt (if still alive). +2 slots in ship. Max 1 reactor per ship.
- Any Colony may use Rare Elements instead of energy (1 to 1 conversion).

Deep scanning
- Allows for finding hidden anomalies.
- Allows building archeology outposts on hidden anomalies and excavate artefacts.[/size]

-

BIOTECH

Aquafarming
- Allows building Aquafarms (5 C, AUTOMATED, +1 Food) on ocean (Water) continents if the planet has at least 1 other food-producing colony.
- Allows building renewable energy arrays on ocean continents at the extra cost of 2 C.


Cybernetics
- Population can eat energy instead of food.
- Unlocks Cyborg Armies (costs 3C, 1C maintenance) +2 to landing rolls.
- Allows implanting obedience chips on populations of occupied planets (costs 1C per pop) to prevent them from going on strike, -1 Resistance per turn from obedient pops.

Cloning
- You may double your population growth per turn, or prevent it completely.
- Whenever you build an army, you may gain another one for free.
- +1 Max Appointed Leaders.

-

ENGINEERING

Upscaled Orbital Assembly.
- Cruiser (7 C cost, 7 HP, 3 slot, uses 2 Shipyards during construction)
- Battleship (12 C, 12 HP, 5 slot, uses 3 shipyards during construction, double maintenance cost)
- Orbital Factory (5 C cost, 5 HP, 0 slot, Max 1 per station), All Future spacships built at this station costs 2 C less.
- Crew Quarters (5 C cost, 5 HP, Max 1 per station above colonized planet/moon) which mkes 1 ship maintenance free.
- Space Hotel (5 C cost, 5 HP, Max 1 per station above colonized planet/moon) which adds +1 Harmony to the planet/moon below.

Off-world Delivery Systems
- Space Elevator (5 C, max 1 Per planet, requires spaceport). Uses 1 Energy. Allows any type of resource except population and energy to be sent anywhere else in the cosmos.
- Asteroid/Ice mining base (5 C, MAX 1 / Asteroid/Ice - Ring/Belt, Requires 1 space port anywhere in the system) Extracts 1 resources which is considered off-word (Can be used anywhere).

Hyper-Insulation
- May build advanced colonies on 200K worlds.







IDEOLOGY TREE

Reason IIa (Biodomes)
+1 Harmony and +1 Food from Scientific Colonies.

Reason IIb (Research grants)
One time bonus of +50% chance towards 2 random technologies.

Reason III (Citizen Scientists)
Free random breakthrough, +1 Reroll each turn for any tech roll (including breakthrough and tech choice roll)

Faith IIa (Church of light)
+1 Harmony and +1 Food from Farms.
Service (Temple) colonies provide +1 Harmony from each slum.

Faith IIb (Church of darkness)
Allows sacrificing population to earn 1 Food or C or +5% odds towards a tier 1-3 technology (unethical experiments).
Allows Fanaticism (ramming ships in space combat)
Inverts harmony (-1 multiplier). Positive net harmony is now negative, negative net harmony positive. Service (temple) colonies reduce harmony instead of improving it.

Faith IIIa (Selflessness) - Requires Faith IIa
+1% chance per turn for a prophet to spawn. (???)
Allows Fanaticism (ramming ships in space combat).
No harmony penalty from starvation.

Faith IIIb (Bloodlust) - Requires Faith IIb
+1% chance per turn for a dark prophet to spawn. (???)
Purging only requires only 1 army.
+2 to landing rolls.

-

Liberty II (Freedom of Thought)
+2 Harmony from service colonies.
+1% Breakthrough chance with each failed tech roll.

Liberty III (Division of Power)
May not appoint governors.
+1 Appointed leader.
+1 Leader Action per turn (you can do 2 leader actions per turn).

Obedience II (Police State)
5 Armies maintenance free.
Cancel 2 negative harmony per army (dont count defense ones) and fortress colony on planet.
Governors gain +1 Harmony for their planet and +1 harmony for other planets in system.

Obedience IIIa (Feudal Hierarchy)
+3 Appointed leaders (Note: max 1 governor per system!)
+1 Maintenance free ship per governor appointed.
+1 Maintenance free army per governor appointed.
Farming and Fortress colonies cost 2 C less to build.
Governors gain +1 Harmony for their planet and +1 harmony for other planets in system.


Obedience IIIb (Cult of Personality)
Allows Fanaticism (Ramming of ships in battle)
Ignore harmony penalties from slums and starvation.
Expands leader actions with the following:
- Great Leader's scientific insights : Gain a reroll for all tech rolls this turn.
- Great Leader's military parade: Gain a free army on a planet. No maintenance for armies this turn.
- Great Leader's economic touch: +2 C towards military expenditures (ships or armies).
- Great Leader's unbridled charisma: +5 Harmony on a planet of your choice
- Great Leader's frontline command: +2 to Landing rolls in an invasion.
- Great Leader's pioneer corps: Requires 1 free exploration ship. Fully explore a star system. If there is a habitable planet, gain 1 Free colony ship.
There is 1% chance for the great leader to be assassinated per turn for each slum/starving population (chances do not stack up over time). If assassinated, you lose your leader action for 5 turns.

-

Cooperation IIa (Workers Unions)
+1 Harmony from Mining, underground and industrial colonies.

Cooperation III (Clockwork Economics)
Mining (also underground), Industrial and Scientific Colonies cost 2 C less.
+1 C from leader colony development action.

Competition IIa (Private Enterprise)
+1 C from service colonies.
+1 C from leader colony development action.

Competition III (Offworld trading cartels)
+1 C from spaceports above planets with at least 1 colony (max 1 per planet).
Spaceports costs 2 C less.

Cooperation/Competition IIb (R&D Departments)
1 Free tech roll towards an Engineering AND towards a Physics technology once every 5 turns.
Last edited by Harkback Union on Wed Mar 25, 2020 1:21 pm, edited 8 times in total.

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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Wed Feb 16, 2022 11:42 am

Placeholder.
Last edited by Olthenia on Sun May 29, 2022 8:43 am, edited 2 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Feb 16, 2022 4:20 pm

Olthenia wrote:Placeholder.


Oho!
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Sun May 29, 2022 8:51 am

BLACKTOP CHRONICLES
Image


The sun – bright and merciless – rises on a world scarred by radioactive fire.

It’s been more than a century since that cataclysm; however, and things have changed since then - in strange, odd, and perhaps not entirely predictable ways. Call it weird science, alien interference, or just straight up unforeseen consequences – but this? Oh, this world is one warped and altered from the one your ancestors knew. And now, you’re here – picking at the scraps. Preferably, the scraps of a great, dead metropolis recently discovered out in the semi-radioactive wastes.

All players start with their own band of loveable outcasts, scavengers, thieves and ne’er-do-wells – whether chartered by an outside force, running from what passes for wasteland law, or just plain drawn to the rumors of good salvage. They are men and women not far removed from their primitive origins – but with the potential to be so much more.



So! This is basically just a lovely little RP. Some basic things you might want to know about how I'm going to be running it is outlined below.

All crews begin with five members, and I’m only accepting five crews. You may (most likely will) acquire more members as the RP progresses, because who can get much done with so few people?

You should expect to make an IC post once every 48 hours IRL, and only one. A nice simple straightforward expectation, no strings attached. These posts correspond to the passage of a month, in-character.

All crews will begin with a set of four "resources", uncommon materials that will be tracked as vaguely important in the "region" where they live. You will be allowed to choose one of these resources, but the rest I will generate. These don't include generic materials like silt, concrete rubble, mud, trees, and so on, but keep your assumption of what is generic reasonable- copious amounts of copper wiring, for instance, is a resource, not something you can just assume your crew has.

Crew members should be assigned roles upon starting the IC. These roles, broadly speaking, follow the post-apocalyptic setup called ‘Tinker, Tailor, Soldier, Spy’. They are important, and may not be changed, but the acquisition of new members will help you balance out your decisions if you think you have chosen poorly.

Techies – The wasteland has its wonders too, as well as its horrors. Techies, be they old-school scientists or outlaw mechanics, appreciate those wonders more than most. If there are challenges to be understood, poisons to be brewed, electricity to be rigged or a clever solution needed to an intricate problem? Find a techie.
Workers – There’s a surprising amount of actual, honest-to-God work to the done in the posy-apocalypse. Whether it’s putting up makeshift fences to keep bad things out, sewing a new tribal war-banner or doing any of the myriad things it takes to keep a camp running – these are your go-to people.
Fighters – Whether you go all fancy and call them ‘mercenaries’ or ‘security specialists’, or just straight up call them out as thugs with machetes and home-made guns – they are what they are. Your big, bad troublemakers. When things go bump in the wasteland night, these are the survivors who generally bump back.
Scouts – Trackers and trail-steppers. Hunters and trappers. Out in the wasteland – be it urban hellscape or irradiated wilderness – these people are the ones that’ll get you out there and back again in more-or-less one piece. For purposes of exploring and mapping your surrounding area, these are your best bet.

And there we go!

Application can be found below:

Code: Select all
[b]Crew Name[/b]:
[b]Members[/b]:
[b]-[/b]
[b]-[/b]
[b]-[/b]
[b]-[/b]
[b]-[/b]
[b]General starting location[/b]:
Last edited by Olthenia on Mon May 30, 2022 1:48 pm, edited 5 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sun May 29, 2022 2:54 pm

@ Olth: Looking tasty. I'm hyped.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Sat Aug 27, 2022 9:56 am

Image

A Nation Exploration RPG

Note: Please ignore my nation's factbook and politics, as it is has been woefully neglected.


April 16th, XX27,
05-07 CHT

Darkness. Darkness all around. Even the powerful green and red navigational lights suspended on the masts above barely manage to shine a few yards through the impenetrable veil of mist surrounding everything. Its eerily quiet. Just barely, one can hear the echoes of distant fog horns, and faint, soothing sound of the ocean waves below. It has been like this all night.

You're all alone. Noone aboard is crazy enough to be out here at this hour. Its cold and dull. There is nothing to see. But you couldn't sleep. This is the last day of the journey, perhaps its the excitement that kept you awake... or the dread. You can feel something in your stomach, and its not the sea sickness. It comes with the shivers. Its been growing on you every day, from the moment you bought the ticket.

"What if they were right..."

Suddenly, a cold wind washes over the deck. The mist around starts to break up, first revealing a sea of stars swimming in the endless expanse above, flickering in rythm with the dancing lights of the aurora borealis.

"What if..."

Below the stars, you can now see streaks of fluffy cotton candy painted golden purple by the forever dawning sun, accompanied by shiny aerostats, mooring on cadmium green radio spires or drifting majesticly in the arctic winds.

"I'll never return?"

Finally, slowly rising out of the sea below, the lights of a neon infested metropolis, shining through columns of smoke and vapor rising from the streets below.
Welcome to the diselpunk distopia of the Harkback Union.


Image


The ocean liner Ella Dorina is speeding full steam towards Port Duwall. Aboard, passengers from far away worlds. Refugees in search of a new home, tourists in search of a cheap getaway, journalists in search of a story, diplomats in search of détente, spies in search of intelligence, curators in search of artworks and relics, cryptozoologists in search of made up creatures, and amnesiacs in search of their old memories, whomever they may be, they must have a reason for coming here, for the voyage is treacherous. Fields of icebergs, torrential cyclones and submarine warfare mean that every journey is a roll of the dice. On top of that, the Harkback Union is exceptionally unpopular as a travel destination. Its considered highly isolationist. Its economy self contained, its culture unfamiliar, its techology enigmatic. Cold climate and remoteness of the country discourage the remainder of potential visitors. But even still, once every full moon, an ocean liner worth of foreigners arrive, with little idea of what awaits them...

This journey at least, went smoothly. The weather was rather gloomy, with thick morning fogs and sunless afternoons, but the captain is an old sea dog who knows every minefield by heart and could steer his ship to port blindfolded. Service was exceptional, for 3rd class passenger that is. 2nd class passengers found life aboard pretty all right, if somewhat dull. First class on the other hand complained that their lodgings are "attrociously 2nd grade", compared the restaurants to "Soup kitchens" and found shipboard entertainment "vulgar" . Luckily, halfway through the voyage there was a intriguing murder of a wealthy baron which from then on kept everyone entertained.

Now, the Ella Dorina is mere hour away from dropping anchor. The decks are slowly filling up with early birds, mostly seagulls, but also with people who woke up before 7 to catch a glimpse of what awaits them. Up until the very last moment, many still doubted if the postcards were truthful, and not some forgery to impress foreigners. But the postcards were indeed deceptive, albeit unintentionally, for that no two dimensional image could possibly prepare the human eye, or the human mind for the pure, unbridled megalomania that was now on display.

Skyscrapers, on top of Skyscrapers, on top of Skyscrapers, with bridges and tangled webs of cables running in between, traffic flowing ceaslessly inbetween. Factories, power and chemical plants, competeing to release their foul byproducts high into the sky. Their ever thinning smokestacks, lined with bright red lights stars shining for reasons unknown to those unfamiliar with air travel. Distanat radio masts painted odd colors by powerful floodlights. To crown it all, a central, cylindrical megatower that somehow manages to dwarf everything around it twofold, and is apparently still under construction, judging by the cranes hanging on its sides. But no, even that is not the end of it.

Where the steel ends, the aerostats take their place. A grand fleet of balloons and airships form a sort of city of their own, with smaller planes commuting back and forth. The giant neon letters "SKYLAND" shown on the side of one such vessel.

THE UNION

There are no towns or cities in the harkback union, there is only, *The City*, an all encompassing metroplex of surreal proportions, with each of its districts large enough to be considered a major metropolis, or even a whole country all on their own. Indeed, what's now considered the Harkback Union was at some point a colorful patchwork of theocratic republics, romantic kingdoms and mercantile city states, who's independence was eroded by the ceasless march of industry and urbanization. Verdant forests, rolling hills, fjords, fantastic glaciers and pristine clean lakes, all sacrificed at the altar of wealth and progress. Pollution is... beyond description.

Little is known about harkback society. Actually, quite a lot is thought to be *known* by outsiders, but depending on who you ask, you might get a completely different picture. Local radio broadcasts are almost impossible to receive elsewhere because of atmospheric interference, and few books or newspapers made it abroad since the union's formation, but a handful of smugglers, dissidents and travelers have shared their stories with foreign press. But these stories are inconsistent and given little credibility. One thing that they all warn about however, is that this society makes no differene between tourists and its people, that everyone who arrives is immediately drafted into the workforce. They call it the "Time Tax" and that its almost impossible to dodge. To make matters worse, use and exchange of foreign currency is forbidden by law. Its said that there is a thriving black market where foreign currency can be of value, and an underground canal used to escape authorities, but their location and extend are unknown.

There are no embassies in the H.U., neither does the H.U. have embassies abroad. You will be completely on your own here. The H.U. also doesn't have any official seat of government that you know of that could be contacted. Finally, there is something slightly positive about this place, at least before you think about it. The language here is... International. That is to say, great many languages are being used, especially those former independent states that now compose the Union. You're bound to speak one of them.

Image





PASSPORTS

One doesn't need a passport to enter the Hackback Union, but one does need it to board the Ella Dorina. In case you didn't have a passport, you can always forge one.

Code: Select all
[u][i][size=200]- PASSPORT -[/size][/i][/u]

[img][/img]

[b][i]Surname/Nom/Прозвішча[/i][/b]:
-
[b][i]Given name/Prénoms/Названае імя[/i][/b]:
-
[b][i]Nationality/Nationalité/Нацыянальнасць[/i][/b]:
-
[b][i]Place of Birth/Lieu de Naissance/Месца нараджэння[/i][/b]:
-
[b][i]Issuing Authority/Autorité de délivrance/Крыніца дакумента[/i][/b]:
-
[i][b]ID Number/Numéro d'identification/Ідэнтыфікацыйны нумар[/b][/i]:
- 0-0-0-0-0
[i][b]Customs Declaration/Déclaration en douane/Мытная дэкларацыя[/b][/i]:
-


ID NUMBER

This number is the shorthand for your character's attributes and abilities.
Your character has 5 attributes (by default).
The total number should be no more then 30 (including any special attribute) and cannot be double digit, but it can be 0 (which means you always roll 100).

VIOLENCE - Your willingness and skill to be violent, both towards people and objects.
DARING - Your readiness to act quickly, perform stunts, operate vehicles or do anything else dangerous.
CURIOSITY - Your ability to find secrets, hidden objects, see beyond the veil of secrecy engulfing the world around you.
IMAGINATION - Your creativity and capacity for abstraction, useful for thinking.
STYLE - Your style...

In addition, you may have a 6th number, representing whatever special talent your character has, but this should be negotiated on a case to case basis.

Example:
A violence of 1, daring 5, curiosity 3, imagination 4, style 8 and special attribute "jazz" of 9 (a very talented musician) would translate to
1-5-3-4-8-9

ITEMS, INFLUENCE AND WEALTH
- You may bring with you as many items and cash from your homeland as you can fit into the cargo hold, but do keep in mind that there will probably be a customs inspection. There is no official list of what items are allowed in the Union, or any kind of tariffs on imports. But, for some reason, there is a thriving smuggling ring.
- You may also be from any rank within your country, even the head of state himself.
- You may even go so far as to bring companions with you from your country, but if everyone is doing that things might get tricky so please only do that if you really really really need to entourage (no, they do not need passports or stats, and should be considered... disposable if the plot demands it).
- One thing you may not have however, is any kind of contact or hidden stash or secret hideout already withing the H.U. UNLESS you discuss it with me first before you join the game.

Image


ACTIONS

- Everybody plays their own character from their own countries, I play as the world.

- If you wish to explore/do something tricky, do not assume that it succeeds. Instead, end your post with an ACTION (My character tries to do YXZ) and I will reply with the results as soon as possible. Things that succeed 99.999% of the time (eating breakfast, getting dressed, blinking) do not count as actions of course, but anything beyond that does. Any attempt to gain information about the world, obtain items or interact with people/vehicles/machinery also counts as actions.

- Success rate of actions depend on your characters attribute score, and the difficulty of what you are trying to do. ANYTHING IS POSSIBLE, but the odds won't always be good. To tell whether you succeed or not, and by how much, a dice is rolled. d4, d6, d8, d10, d12, d20 or d100. If the roll is LOWER or EQUAL to your relevant attribute you succeed. If you roll a 1, its an epic success. If you rolled the maximum on the dice, You fail miserably. EXCEPTION: If your attribute score is higher then the maximum roll, and you rolled the maximum, a new dice is rolled from the next difficulty rating to determine results. This can repeat several times if you are very unlucky.
Difficulties:
d4 = Cakewalk. (Walking on a cake)
d6 = Routine. (Cutting up a cake evenly)
d8 = Doable. (Baking a cake)
d10 = Tricky (Throwing a cake at a mime)
d12 = Hard (Dodging a high-velocity cake)
d20 = Nightmare (Repairing a broken cake)
d100 = Impossible. (Not eating the cake)


Image


INJURIES & DEATH
- From the moment you get off the ship, your character may suffer injuries relevant to one or more of your attributes. These attribute will be reduced until you manage to heal the injuries. For example, you may spill tomato sauce on your aviator jacket. This will lower your style by -2 until you manage to get it dry-cleaned. Or you may accidentally get 9 grams of lead lodged in your cerebral cortex. This would reduce your imagination by -5 until you get brain surgery.

- If any attribute reaches the domain of negative numbers, you may... PANIC! or FAINT! or be MORTIFIED!. This may cause you to lose control of your character temporarily or pernamently, Depending on the circumstances, perhaps someone might be able to still save you, but if not there will be more ships coming later!



KNOWLEDGE AND MYSTERY
- All players should start out with fairly limited knowledge of the H.U., or at least, limited accurate information. You may know rumors, or even be certain of this or that statistic, but use them in speech or thought bubbles, not in narration so as to avoid confusion.
- Information you gain through exploration, investigation and interactions are called CLUES FRAGMENTS.

FRAGMENTS are insights into the inner workings of the union required to piece together what the hell is going on. Fragments can be
- Shared to other visitors.
- Analyzed or combined.
- Sold at the black market.

Image


TIME Or the lack of it
- Part of the H.U. is built beyond the 66th parallel, the time of day is a constant twilight this time of year. However, in some districts you might see broad daylight, or there can be a sudden heatwave. The weather is erratic with all the steam and artificial suns. Point is, it can be really hard to tell "what time it is". You can go to bed or have breakfast or say its time for tea because your watch says so.
- Theoratically, one could stay within the H.U. for the rest of their lives (not a great idea), but the credits will have to roll at some point, so make the best of your time here.
- We will not synch up the clocks of visitors. Anyone can interact with anyone else, no matter where they are in the story, thats just how it works here (You still have to be in the same location, at least(. However, if someone wants to do an action that would take days or weeks, it may become a "long term project" and must do something else in the meantime before its completed so as to avoid the timeline being a complete joke.

Image





Südpolen

Port Duwall

Yoshiwara

Renoire

Electropolis

Charlottengrad

Radio City

Red Moon Nightclub

Port Duwall

Image Heidi Longstone

Image Noel Lepaté


- Age of Crime
- Harkbank
-

1000 -M-
Last edited by Harkback Union on Wed Aug 31, 2022 7:44 am, edited 28 times in total.

User avatar
Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Tue Nov 07, 2023 4:11 am

The Age of Sand & Silver

Image

(IN-CHARACTER THREAD GOES HERE.)

(ARCHIVES GOES HERE.)

The sun rises on a new world- a world not like that you may know. Shattered by a catastrophic impact not long after the extinction of the dinosaurs, Earth is not as it should be. This impact, a star falling to earth, changed not only the shape of the world, but also her content; this star bore strange light and eldritch crystals, warping and altering the planet where humanity slowly arose. Continents were broken, minds shattered, even animals and plants twisted and changed. It is a different world, one in many ways hostile to humanity.

But in the end, it is your world.

You stand forward as one of the leaders of a great city of men. It has been many centuries now since the first tribes emerged in the impact of the Cataclysm, family groups formed from scattered wanderers and survivors, and now civilization in earnest is rising from those embers. Men ply trade upon the waves of the sea, either propelled by oars and scarred backs, or the might of sails. Caravans roam savage lands, making fortunes for their owners if they are not devoured by ferocious beasts. The first priests, and god-kings, and republics lay claim to the passages of the world beyond the sight of their doorways, and bronze-armed warriors march across the hinterland. Men declaim poetry, and gaze at the stars, wielding magicks both powerful and dangerous.

To be a leader in such times is to be given glorious potential, but also enormous responsibility. Civilization is fragile, and dark things lurk both in the hearts of men and in the wilds of the world. Will you rise to greatness alongside your kinsmen, or will you falter and be forgotten? Come, and tell the tale of the Sand and Silver.


(MAPS GO HERE.)



A lovely little RPG, welcome all.

All players begin with a single settlement, and I am accepting a maximum of six. You may (and most likely will) want to erect more holdings across your lands, and claim new vistas for your people, for in growth is the security of one's lineage.

You should expect to make an IC post once every 48 hours or thereabouts IRL, but more will be encouraged. A nice simple straightforward expectation, no strings attached. These posts correspond to the passage of two year's time, in-character, and will resolved by yours truly to chart the course of your civilization.

New city-states will begin with four "local resources", uncommon materials that will be tracked as vaguely important in the "region" where they live. You will be allowed to choose one of these resources, but the rest I will generate. These don't include generic materials like flint, stone, mud, trees, and so on, but keep your assumption of what is generic reasonable- copper, for instance, is a resource, not something you can just assume your city-state has.

Your civilization will need many things, foremost warm bodies to accomplish her aims and fill her homes. For ease of use, these citizens are grouped together in units of 100, who populate your city-state and her surroundings. They will need to be fed, sheltered, and defended, but they are the life-blood of your civilization. Every new city-state starts with four hundred inhabitants. The full mechanics of this age will be explained in a following post.

So there we go! I have room for six city-states at present, potentially more. Feel free to slap down an application if this interests you, or just an interest post to follow things.

Code: Select all
    [b]City State Application[/b]
    [b]Name:[/b] (What name do men and maps know you by?)
    [b]Leader:[/b] (Who rules your glorious realm?)
    [b]Short History:[/b] (Where did your people come from, traveller? And where are they going?)
    [b]Starting Location:[/b] (What are your settlement's immediate surroundings like?)
    [b]Advantage:[/b] (Your starting resource.)




The City-States


Players
?




Non-Player Cities & Kindred
?

User avatar
Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Tue Nov 07, 2023 4:13 am

City-States


These are the fundamental political unit of civilization in the Ascent of Man. You rule one of them, including, perhaps, some other settlements. They will likely rise and fall beyond your borders as well, but that is neither here nor there. Ruled by a Government, defended by a Military, populated by Citizens, and composed of both Land and Buildings, these are what you will pay most of your attention to- rule them wisely. Non-Soldier citizens may be forced to migrate to another settlement, at the cost of five Stability.

Citizens
Your people who make your goods, work your land, fill the ranks of your armies, and riot when you don't feed them. Treat them well, or you will regret it. You gain one more Peasant every five turns for every five Citizens your city-state already has. Unhoused Citizens cost 2 Stability every two years.
Peasants: The most fundamental unit of any civilization, subsistence agrarians with little education or ambitions. They produce but a single Labor, and may only work in Rural Districts, unless supervised through the tech 'Mass Labor'.
Slaves: Only granted by specific government types, or events. Slaves produce three Labor, essentially always counting as doing Forced Labor, but hurt Stability, and may not be recruited into most militaries.
Freemen: Slightly educated and upwardly mobile citizens. Very useful, because they can be turned into many types of specialized labor without any particular training. Otherwise, identical to Peasants. When population grows, one in every five Peasants may be promoted to a Freemen at no cost.
Scholars: The educated elite of your city, only slowly drawn apart from the regular populace, but absolutely vital to both administration and advancement. They may Innovate or Learn, either gaining Advancements via studying the knowledge of nearby civilizations, or pursuing cutting edge ideas and research. They do not inherently produce anything, but may always Innovate or Learn.
Artisans: The skilled workers of your city-state, men and women of craft who convert resources into Wealth and Wealth into Industry for the whims of your government. These aspiring individuals will raise your walls, dredge your canals, and oversee your greatest projects. Produce one Wealth by default, but may trade this for the ability to convert 2 Wealth into one Industry instead, chosen turn by turn.
Soldiers: Whether armed by conscription as a skirmishing militia, or bronze-clad lords of war trained from birth, Soldiers are necessary to prevent chaos and ensure what is yours remains within the confines of your city instead of in the loot-wagons of barbarians and maws of beasts. They consume double the Food of regular citizens, rounded up. May be demobilized into Peasants at least four years after they were raised. Will not perform Forced Labor.
Explorers: Very situationally useful individuals, sent out into the wilderness by their kinsmen to chart new horizons and, when the times call for it, settle those same horizons. They draw no support from your civilization (when exploring), but are also effectively useless outside of their assigned roles, individuals of wanderlust for which the plow and the book hold no love. Explorers may also be dispatched on Expeditions, which will discover the nearest undiscovered city-state's location. Expeditions require 4 Wealth and six years to complete. Note that when Explorers found a new settlement, that settlement ignores both positive and negative stability for the first five turns.

Note that if an individual settlement has over 2000 Citizens, it should combine its actions into units of 200 identical Citizens; these actions receive dramatically increased outcomes, but must not be subdivided, for ease of resolution.
One Freemen may be specialized into Explorers, Artisans, or Scholars every turn in your capital at no cost. Peasants may be turned into Soldiers at will, for cost of three Wealth and one Industry. Peasants converted to Soldiers without the requisite resources become Citizen-Soldiers, and will cost Wealth every turn until demobilized as well as fighting more poorly than professionals. Any Specialist Citizen can be retrained back to being Freemen at any time for a mere two Wealth.

Resources
As varied as the face of the planet which they are drawn from, Resources are broadly delineated into three categories: Food, Wealth, and Industry. Subtypes exist, such as Arcana, Advancements, and so on, but the big three are the ones most important to concern oneself with. Without Food, a civilization will starve and fall into anarchy. Without Wealth, the gears of government will grind to a halt, unable to pay workers or motivate laborers. Without Industry, cities will slowly crumble and be surpassed. All are necessary if a city-state seeks to triumph upon the field of civilization. Note also that the labor of your people is functionally a hidden fourth resource - without citizens, your city will founder. Any Citizen can produce +1 Labor at any time, except for Slaves, but this Forced Labor will cost a civilization Stability.

Food is gathered by Citizens from almost any type of Land in a region, in various quantities. A Citizen without Food is very likely to become ill with plague or simply perish. Many buildings can improve the food production of a Citizen, and may be used in numbers equivalent to the amount of building sites they occupy.

Wealth is also produced by Artisans from Raw Resources when they are processed into various types of goods and services, and is also garnered in small amounts over time. Wealth is consumed by both the city-state itself and Artisans who may process it into Industry. The first city any player possesses produces one Wealth every two years, simulating a small palace economy.

Industry is essentially the capacity of your city-state to produce material goods. That can be anything from a series of walls, to housing for her inhabitants, to weapons for her military. None of these benefits are strictly quantifiable, by and large, but you are definitely going to want them. Industry is the labor of skilled craftsmen, and so may not be transferred between settlements, unlike food and Wealth.

Advancements
Or, to put a more simple face on the idea, technology. But also, sometimes things which are less technology and just useful, like domesticating animals for the use of your civilization. Scholars deal with Advancements, and as a rule of thumb you are better off with them than without them. Scholars develop new Advancements via the process of Innovation, which is inherently erratic and volatile. Your Scholars may at any time be devoted to studying an Advancement of a city-state you have contact with, which will take them about a generation to replicate (per 100 Scholars/Advancement), or to seek new knowledge, which gives them a chance every two years- based on how many others are also seeking new knowledge- to gain insight into a new area of your choice. On average, one or two innovations will be successful in a given turn. Advancements cannot be shared, only access barred to 'enemy' Scholars, which will cut their rate of learning in half.

Arcana
The command of the mystic arts that have been bestowed upon this world in the Cataclysm. Your people may know some mystic arts, or none at all. All draw upon some source of power which is usually not intrinsic to the practitioners, unless that power-source is their own health and life-energy. Magic can move boulders, sink ships, heal the dying, and even return to life those who passed onward. Commanding magicians and discovering Arcana can be a great boon to any city-state; Scholars may attempt to divine various types of Arcana, but even they only have a limited understanding of its working.

Governance
Any city-state, even the smallest, has passed the point where informal rule is capable of dealing with the needs of their populace. As such, some system of rule is in place, be it a humble tribal council, or even a mighty Emperor who wields absolute authority. These systems of governance can give bonuses to their civilizations, or even harm them in some ways. In order to adopt a certain type of Government one requires a certain amount of Civic points equivalent to the cost of that governmental form. Government directly effects Stability, which is a measure of how good your ruler is at administrating more dispersed territories, or, indeed, if the culture of your people is of sufficient strength to make people in the hinterland feel as if they are part of one whole nation instead of being interested in only their own affairs.

Tribal Despotism: No particular bonuses or drawbacks - the starting government of all cities.
Stratocracy: Where men are wolves, soldiers rule the land. Soldiers unassigned to other duties may produce Labor. An increased focus on reaving and supremacy gifts the warriors of a Stratocracy a good chance to avoid enemy patrols. However, increased demands from the soldiery mean they must be housed in good dwellings- failure to do so will result in losing 2 Stability per turn for every insufficiently housed Soldier.
Republic: Men elect other men to stand in a conclave and represent their interests. This social contract enhances popular cohesion, giving each city +2 Stability every two years, but costs a small amount of wealth to maintain as it expands, a modest but existent bureaucracy which claims one Wealth per city in the same period.
Theocracy: All men have faith in something. Where those feelings go further than their belief in the state itself, theocracy results, wherein religion enters a position of primacy in both personal and political spheres. +2 Stability from Shrines, +4 Stability from Temples. Soldier and Citizen-Soldier Morale increased. -2 Wealth per settlement for lavish rites, +2 Food Consumption per Scholar for religious feasting.
Magocracy: Wise men of magic lead the society, and are expected to prove their worth to the people. Scholars produce Labor when Enchanting. Peasants are less content due to a lack of opportunities, reducing Stability by one per turn.
Monarchy: Sometimes hierarchical power concentrated in the hands of the elite allows the most optimal distribution of labor and resources. For the benefit of the elite, at least. Allows the construction of the Royal Palace and Noble Estates.
-Royal Palace: No Cost. +4 Stability, -3 Wealth, -3 Food per turn. May only be built once. Allows the construction of Noble Estates across the kingdoms. Size (IV) Urban. Requires Monarchy.
-Noble Estate: [Labor 5, Wealth 4, Industry 3] +1 Food per Garden or Farm in this District. Adds 1 Wealth to the Palace Economy. Size (II) Rural. Maximum one per District. Requires Monarchy.
Oligarchy: All men have a voice in this system, but those who are richer speak more. Districts that produce at least one Wealth produce one more, and the Artisan conversion rate is improved. Settlements that do not produce Wealth via active income lose two Stability every two years.


General Civics - Available to All
Expansionist Drive: Profit comes from the consumption of resources, especially resources new and strange. Clever leaders prioritize the frontier, and thus their potential for profit. Creating new Colonies cost 50% more Wealth, but settlements gain 5 base Labor output for the five turns after the creation of a new Colony. No requirements.
Chattel Slavery: The reduction of a man to sweat and blood is brutal, but effective. Serviles produce two more Labor when activated, but one more Discontent. Requires possession of Serviles. Excludes the selection of Tortage, Debt Serfdom.
Tortage: When even the lowest of the low are afforded certain rights, and made to rule themselves in humble townships, order reigns. Allows the construction of the Tortage - a formalized servile ghetto - within established Urban Districts. Requires the posession of Serviles. Excludes selection of Chattel Slavery and Debt Serfdom.
-Tortage [Urban II]: Within the walled neighborhoods where elected Servile 'chiefs' lay down the law amongst their own, order prevails. Of a sort. Up to 2 Servile Pops produce no Discontent. Each generation, Servile Pops increase by +1. One per city. [Labor 8, Wealth 4, Industry 2]
Wanderlust: A careful coordination of the adventurous and desperate in society can yield bodies for the needs of the state. A free force of up to 200 Citizen-Soldiers with equipment and weapons two classes below your best equipment is always available for the defense of the capitol. It replenishes at the normal rate if damaged. No prerequisites.
Debt Serfdom: Crime must be paid for in sweat, for a time. Serviles may be designated as Debt Serfs. Debt Serfs produce no Discontent and two more Labor and Industry, but are promoted to Peasants after five years of activation. Requires the posession of Serviles. Excludes selection of Tortage and Chattle Slavery.

Tribal & Stratocratic Civics
Head-Takers: To some, a barbaric practice perpetrated by blood-crazed madmen, to others a sign of respect and source of healthy competition - with trophies displayed to show a warrior’s prowess in battle. Requires Tribal Despotism OR Stratocracy.
+15 replenishment per turn for all Soldiers and Ship crews less than 100.
+10% charge bonus for all land units.
-1 Food upkeep costs for Soldier pops.
War Dance: War dances allow warriors to lose themselves in rhythm, clearing their minds and increasing their heart rate. This is particularly useful during battle, when an unfocused mind can get you killed. Requires Tribal Despotism OR Stratocracy.
+1 movement range for all Soldiers and Ships.
+5% melee attack for all units
+5% melee defence for all units
Battle Horns: Sounds and noises have ever been designed to intimidate a foe; from stomping feet and clashing shields to the thunder of drums, shriek of flutes and roar of horns. Requires Tribal Despotism OR Stratocracy.
+1 movement range for all Soldiers and Fleets.
+5% missile damage for all land units (excluding siege units)
+5% charge bonus for all land units
-Battle Horns: [Labor 2, Industry 3, Wealth 4] By the roar of mighty horns, the shriek of skull-pipes and the thunder of slitted drums - death comes. Once during a single battle, for the next two battle turns an enemy formation takes -20% to all rout checks. | Carried as battle equipment.

Republican Civics
Citizen-Scholars: As society grows more content, time is set aside for the leisure of the gentleman and lady to pursue intellectual merit. Every 3rd Scholar gains +1 Research Points for every +10 Stability per settlement. Requires Republic
Stratified Rights: All men are free, but some men are freer than others. Their rights must be earned through hard labor. Once per turn, by the judgement of their peers, a society may convert a Peasant into a Servile at the cost of 2 Discontent and 3 Wealth. Requires Republic.
Civic Patronage: Wealth and prosperity lead, in time, to grand progresses of the empire which demonstrate the largesse of the merchants who fund them. For 100 Wealth and 30 Industry a settlement may increase its Wonder Cap by 1 once. Requires Republic.
National Corvee: Working for the state is a loathed but necessary duty. Populations may be activated to produce one Labor exclusive of other activations, at the cost of two Wealth and one Discontent. Requires Republic.
Labyrinthine Bureaucracy: As the state undertakes great works, she mobilizes her administration toward this end. Gain a civic point from your first constructed wonder, and another civic point from every two additional wonders your empire possesses. Requires Republic.
Public Education: An educated state requires educated voters, or it will fall into ruin. During Population Growth one Peasant may be promoted to Freemen for every University in a Settlement. Requires Republic.

Theocratic & Magocratic Civics
Mystery Cults: Allows the creation of the Temple School, an annex to an already established Temple. When staffed by a Scholar Pop, any Temple with a Temple School attached produce +1 RP. Requires Theocracy OR Magocracy.
-Temple School [8 Labor, 6 Industry]
Sacred Crafts: Worship to the gods via the work of hands is not only encouraged, it is mandated. Temple Districts produce +2 Wealth and +1 Culture. Requires Theocracy.
Warriors of Faith: All of the pious must ever stand ready to defend the truth from evildoers. Peasants may operate Barracks and Bastions. Armies are one Wealth and one Industry cheaper to raise per active Barracks if a Temple exists in this Settlement. Once per Generation, gain a significant boost to morale and a modest boost to combat prowess in a battle. Requires Theocracy.
Ordained Divinations: By making divination a fundamental basis of our society, whether it is to drive away ill spirits or as initiation rites for adolescents into adulthood - the state, and the divine, is ever present. Once per Generation, up to 5 Discontent can be reduced in any given settlement by spending Wealth at the price of 3:1. Requires Theocracy OR Magocracy.
Fertility Rites: The pleasures of the flesh are sublime in a way that transcends other earthly experiences, bringing the faithful closer to the divine. Each Settlement gains +1 Peasant per Generation. Each unhoused Pops generates a further +1 Discontent. Requires Theocracy.
Innovative Magi: When great minds think alike, there is seldom argument. For every 8 Enchantment consumed, 1 Research Point is generated towards a random Arcane enchantment. Requires Magocracy.
Stratified Magocracy: An entrenched system of magical hegemony, where the mundane suffer for the good of their betters. Scolars produce one more Enchantment and Labor, and reduce Discontent by two when enchanting. Other populations produce one Discontent per year. Requires Magocracy.
Apollonian Idealism: Scholars reduce Discontent by one every year. Each Settlement produces 1 extra Research Point. Requires Stratified Magocracy.

Oligarchic & Monarchic Civic
Heraldry: Great Houses of proven lineage rule the land, coordinating her activities and owing fealty in turn to their betters. Districts that produce at least one Wealth produce two more, and the Artisan conversion rate is further improved. All Peasants produce -1 Stability. Requires previous Oligarchy OR Monarchy.
Patronage: Wealthy men subsidize the learning of lesser classes to gain allies in the future. Any city may educate a Freeman once per two years for 4 Wealth. During their education, these Freemen produce two bonus Labor. Requires Oligarchy OR Monarchy.
Apprenticeships (II): The organization of artisans and craftsmen along lines of experience increases productivity and innovation, both for the state and the individual. Every three Artisans produce one (two) Labor. Every 2 RP spent towards a given Advancement generates a further +1 RP, per Advancement. Neither Scholars nor Artisans may conduct Forced Labor. Requires Oligarchy.
Guild Trades: Every man, even the most humble, has a chance to rise if he gains the favor of a patron through craft, encouraging even the most menial to dream of better. Their projects and innovations are things to behold. Labor may be converted into Industry at a 4:1 ratio. +1 Remote Harvesting quantity. Requires Oligarchy.
Houses Major and Minor: The competition between leading families for glory and honor motivates all men to strive onwards, ever onwards, as any man may rise. One Peasant is promoted to a Freeman every generation in every settlement. Requires Heraldry.
Philosopher Kings: +1 Research Points from Noble Estates. Requires Monarchy
Noble Retinues: Noble Estates reduces the cost of training new Soldiers by -2 Wealth and -1 Industry. Requires Monarchy.


Land
Perhaps one of the most important concepts in terms of a city-state, is the land upon which she sits. Ranging from hot jungles to desolate tundra, parched deserts to snowy peaks, what a city can do will largely be determined by how she uses her land, and if she uses it wisely. Each "region" contains twenty "areas" of land, divided into the various types of land which produce various yields when worked by a citizen.
Flatland: 3 Food, or 1 Food and 1 Timber or Stone
Forest: 2 Food, or 2 Timber
Hills: 2 Food, or 2 Stone
Taiga: 1 Food, or 1 Timber
Riverland: 4 Food
Mountainous: 1 Food, or 3 Stone | Cannot normally be built upon
Urban: 1 Food, 1 Wealth per Trade Post - twenty sites for Constructions (Urban) | Constructed
Rural: 2 Food - twenty sites for Constructions (Rural) | Constructed
Docks: 2 Food, 1 Wealth per Trade Post - twenty sites for Constructions (Aquatic) | Constructed on Coast or Riverlands
Coast: 3 Food
Sea: 2 Food
Desert: 1 Food | Cannot normally be built upon

Colonization
A new minor settlement can be founded in any explored region within three regions of an existing friendly settlement at any time, but requires at least two hundred Explorers to form the new village, 10 Wealth, and each added minor settlement will strain a civilization's social cohesion. Trying to establish a settlement without enough Wealth is possible, but it will carry a large risk of imminent failure and the loss of both the Wealth and the citizens.

In order for a region to be colonized, it must first be explored. While Explorers may gather resources from known lands like normal Peasants (even outside of populated regions) at no risk to themselves or cost, exploring wild unknown regions is not as easy. As such, Explorers sent out to explore the wilds should be supplied with a small amount of Wealth (3) in order to pay the costs of their specialized equipment and provisions, or they stand a decent chance of never being heard from again.

Constructions
These are where most of the labor of your society will be spent, save that of gathering resources and food. They are of great use to your people, and should always be prioritized whenever possible in order to advance your civilization. Unless otherwise noted, all Constructions must be erected on relevant terrain. This list will be updated periodically, and may be added to by Advancements. Any Construction may be demolished for 1 Labor, and refunds half of the Wealth, Resources, and Industry used in her construction (rounded down). Note that Workers must be additional valid Citizens added to a District to gain the full output from that District, but the first operating Citizen does count as one Worker.
Districts:
Palace District: Labor 5, Wealth 6, Industry 2 | Provides a seat of government from which a peoples' business are administered. | Terrain: Any, except Sea. Grants +1 Public Order per year. +1 Wealth per year, 2 Housing.
Urban District: Labor 4, Wealth 3 | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Any except Coastal, Sea, Desert, or Mountain, +1 Wealth, 3 Housing.
Rural District: Labor 3, Wealth 1 | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Any except Coastal, Sea, Desert, or Mountain
Docks District: Labor 6, Wealth 5, Industry 4 | Provides a base level of infrastructure upon which other Constructions may be erected. | Terrain: Coastal or Riverlands
Artisan District: Labour 5, Wealth 3 | Here clever hands turns humble materials into things of beauty, craft and wonder. | Terrain: Any except Coastal or Sea.
Temple District: Labor 6, Wealth 8, Industry 4 | The Gods should be worshipped, lest they grow angry. | Terrain: Any, except Sea or Mountains. Grants +2 Stability per year. Constructions in this District which produce Stability produce one more.

Defenses
Palisade: Labor II, Wealth I, 2 Timber | A rude defensive work of hammered logs and wood
Simple Stone Wall: Labor IV, Wealth II, Industry I, 5 Stone | A simple wall of fitted and mortared cracked stone
Fitted Stone Wall: Labor VI, Wealth IV, Industry III, 10 Stone | A large wall of shaped and sealed stone
Grand Wall: Labor IX, Wealth VI, Industry VI, 20 Stone, Construction | A vast wall with simple towers, large enough many men may march abreast and sealed with metal-barred doors
Imperial Walls: Labor XV, Wealth XV, Industry X, 30 Stone, Refined Construction, Emplaced Weapons | An enormous wall, possessing fortified redoubts and emplacements where heavy weapons might be mounted to lay low a foe, gates faced in metal and frowning battlements set next to high towers which are fortresses in their own rights.
Watchposts: Labor II, Wealth I, Industry I | Some simple wooden towers with signal fires for watching for approaching enemies
Watchtowers: Labor V, Wealth III, Industry III, Tel Defenses | Strong stone bastions with beacons that ward the outskirts against foes.
Military Square: Labor III | Land set aside within the walls of a city for maneuvers in time of war | Urban (II)

Military
Barracks: Labor III, Wealth I, Industry II | A simple housing unit for guardsmen and soldiers in peacetime, reduces mobilization cost by one Wealth of a Soldier every turn | Urban
Training Grounds: Labor II | Drill fields and muster yards, allow the mobilization of one more Soldier every turn beyond the standard one | Urban (II)
Bastion: Labor V, Wealth VII, Industry V, 10 Stone, Siege Engines | An impressive fortress capable of housing a thousand citizens, fitted with skorpions and supplies to last over a year of siege. Her dressed stone will be hard to break even with mighty force. | Urban (III)
Harbor Beacon: Labor VII, Wealth V, Industry VII, 5 Stone, 10 Brightstone, Brightstone Channeling, Refined Construction | A tower faced with polished mirrors, from whence a beam of dangerous light might be unleashed which can make a single devastating sweep of a line of ships. High chance to ignite up to six attacking vessels when defending district. | Docks (II)

Housing
Slums: Labor II | Rude barely habitable dwellings for your citizens | Poor Tier (-1 Stability) | Houses 200 Citizens | Urban or Rural
Huts: Labor III, Wealth I | The most basic of habitations that aren't literally a warren of misery | Adequate Tier | Houses 200 Citizens | Urban or Rural
Cottages: Labor V, Wealth III, Industry I, Carpentry, 2 Timber | Decently built wooden houses, comfortable living | Good Tier (+1 Stability) | Houses 200 Citizens | Urban
Houses: Labor VI, Wealth III, Industry III, Construction, 2 Stone, 1 Timber | Sturdy stone-and-wood dwellings, positively luxurious | Excellent Tier (+2 Stability pr. 100 Citizens housed) | House 300 Citizens | Urban
Dense Housing: Labor V, Wealth IV, Industry II, Construction II, 3 Stone, 2 Timber | Multi-storey housing complexes, not as nice as true homes, but many more people can live here. | Good Tier (+1 Stability) | Houses 400 Citizens | Urban
Spire: Labor V, Wealth V, Industry III, Construction II, 3 Stone, 1 Aetherium | Impressive dwellings that tower above the streets, luxurious and stretching to great heights by the power of Aetherium. | Excellent Tier (+2 Stability) | Houses 500 Citizens | Urban

Primary
Paddock: Labor III, Tame Herd Animal | A large fenced enclosure where domestic animals can roam, providing food to a city-state. +1 Food, +1 Hides | Rural (IV)
Hunting Grounds: Labor I | A section of woodland or grassland set aside for hunting and gathering. +1 Food | Rural (V)
Garden: Labor III, Domesticated Plant | A small plot of edible plants. +1 Food | Rural
Farm: Labor IV, Wealth I, Agriculture | Just your average subsistence farm. +2 Food | Rural
Paddy: Labor VII, Wealth II, Paddy Agriculture | An intensive form of farm only available in Riverlands. +3 Food | Rural
Plantation: Labor III, Wealth III | An establishment given over to producing something better than food, but still of a plant-like bent. +1 Agricultural Resource. | Rural (III)
Orchard: Labor III, Wealth II, Arboriculture | A cultivated field of useful trees. +1 Food, +1 Resource (Forest) | Rural (II)
Timber Camp: Labor II | An entire region given aside to logging. +1 Timber | Rural (Forest) V
Clay Pits: Labor I | This section of land near a stream or river has been given aside to pulling useful clay from the soil. +1 Clay | Rural (Riverlands or Flatlands) (IV)
Quarry: Labor II | A region given aside to extracting stone from the earth. +1 Stone | Rural V
Deep Quarry: Labor V, Construction | An entire complex laced with hollows and delvings. +2 Stone | Rural (Hills) (V)
Scrape Mine: Labor IV, Wealth I, Industry I | Shallows diggings where placer deposits are extracted. +1 Mineral | Rural (II)
Pit Mine: Labor IV, Wealth II, Industry II, Fracture Mining | A better version of the scrape mine, cut down into the earth. +2 Minerals | Rural (III)
-May be upgraded to Delving with Shafting Mining
Delving: Labor VIII, Wealth V, Industry III, Shaft Mining | Where pits are not sufficient, men cut tunnels down into the deep places. +3 Minerals or Stone | Rural (III)
Colonia: Labor VII, Wealth XX, Industry V, Colonia, Early Empire | Beyond the bounds of the city may lie things which the city desires. These fortified outposts gather these things. Constructed in adjacent region to settlement, produces 2 of a Resource sent to the home settlement.

Maritime
Fishing Docks: Labor III, Wealth I, Industry II | Small boats put out to gain a banquet of silvery fish here. +2 Food | Docks (III)
Shipwright: Labor III, Wealth III, Industry II, Shipmaking | Here your people turn timber into seaworthy vessels, necessary for the construction of civilian and military ships | Docks (V)
Wharf: Labor V, Wealth I, Industry II, Shipmaking, Construction | Here ships ply their trade, transporting goods far and wide, bearing the troops and gold of civilization | +2 Wealth, +1 Max Trade Post | Docks (III)
Drydock: Labor VII, Wealth V, Industry IV, Refined Shipmaking, Construction | By giving shipwrights a dry place to work, immense vessels may be constructed at speed | -50% Construction Time for one Vessel at a time | Docks (IV)
Harbormouth: Labor X, Wealth VII, Industry V, Harbor Chains | With the entrance to the district barred by walls and heavy defenses, attackers from sea risk grave danger. | No land cost, Maximum one per Docks District, Must construct Walls first

Civic
Shrine: Labor IV, Wealth IV | A basic institution which promulgates the beliefs of the faithful. One per city. | +3 Stability in this city
Pagoda: 7 Labor, 7 Wealth, 3 Industry, 3 Timber, Papermaking, Carpentry | A sacred temple and place for contemplation and serenity. One per city. | +5 Stability in this city, Urban (II)
Scriptorum: Labor III, Wealth IV, Industry II, Writing | Learned men train pupils here, young and old | Allows the conversion of one Peasant into a Freemen every five turns | Urban (IV)
Eduba: Upgrade from Scriptorum - Labor I, Wealth V, Industry III, Paper | In these scribal schools the young are instructed in a systematic manner, aiding the education of a society. | Functions as a Scriptorum with a limit of two Peasants instead of merely one. | Urban (IV)
Clinic: Labor II, Wealth III, Medicine | Learned Scholars may labor here to treat the ill of the city, and learn more of the diseases which afflict your people. One bonus to Medical Innovation, disease resistance. | Urban (II)
Apothecary: Labor IV, Wealth X, Industry III, Access to Medicinal Herbs OR posession of Medicine | Wise mixers of potions and poultices here preserve life and vitality. +100 Citizens upon population Growth in this city. Each additional Apothecary in this city costs twice as much as the one before. | Urban (III), Artisan (III)
Creche: Labor IV, Wealth III | A place where children may be reared with special attention to their wellness. One per city | +1 Peasant every 10 Years
Garrison: Labor IV, Wealth III, Industry II, Governance | Here the lord of a city makes his home, and is defended by his household troops. One per city. | Contributes 100 Soldiers with your best weapons and armor to the defense of the city. Halves Expansion Penalty. +1 Wealth from Palace Economy
Monument: Labor III, Wealth III, Writing | This grand structure reminds the people of their ancestry and values. Gain one Civic Point. May only be built once in the capitol | Urban
Forum: Labor IV, Wealth II, Industry IV, Philosophy | A carefully graven public square and amphitheater, where a people may meet to exchange ideas. Scholars may teach other Scholars Advancements here two years more quickly. +1 Wealth from Palace Economy. Stability loss from Disasters halved. | Urban (III)
Stela: Labor V, Wealth II, Industry II, Code of Laws | A large monument erected with laws for all to read, ensuring justice and demarcating the rule of a civilization. Halves Instability from Conquest in this city. Bonus morale for defenders of the city in this district. | Urban (I) - One per city

Industrial
Artisan Quarters: Labor IV, Wealth VII, Industry II, Apprenticeships | Many men of a trade gathered together to share ideas and materials can accomplish much. +1 Industry/turn. May convert 2 Wealth into 1 Industry once per turn. | Urban (III) or Artisan (III)
Brewery: Labor II, Wealth I, Fermentation | By the secrets of yeast, oats, hops and time - life, and alcohol, finds a way. 1 Hops, Grape or Sugarcane may be converted to Wealth II and 1 Stability here. +1 Food | Urban (II) or Artisan (II)
Stonecutter's: Labor III, Wealth I | Cutting bricks, shaping stone, these are simple crafts but necessary for men. 1 Stone may be converted to Wealth I here. | Urban, Artisan
Forge: Labor II, Wealth II, Industry III, Smelting | Laborers coated in soot work the furnaces, turning ore to useful metals for working. 1 Ore may be converted into Wealth II or 1 Metal here for 1 Fuel. | Urban (II)
Bloomery: Labor III, Wealth II, Industry III, Ironworking | The clever inventions of bellows and chimney process even more ore than the humble Forge. 2 Ore may be converted into Wealth II or 1 Metal each here for 1 Fuel. 1 Worker. Required to process Hematite into Iron. | Urban (III)
Blast Furnace: Labor VI, Wealth V, Industry VI, Enhanced Smelting, Refined Construction | A great pillar of forced air and burning fuel, the Blast Furnace produces wondrous metals in vast quantities. 3 Ore may be converted each into Wealth III or 2 Metal each here for 1 Fuel. 1 Worker. | Urban (IV)
Charcoal Pit: Labor II, Wealth I, Charcoalmaking | Here wood is burnt without air to produce fuel for the fires. 1 Timber may be converted into 3 Charcoal | Urban (II)
Smithy: Labor III, Wealth III, Industry IV, Smithing (any) | Here men of craft labor long and hard, turning metals into implements, weapons, and other things of cunning. Wealth I may be converted into Industry II here, max 2 Workers. | Urban (IV) or Artisan (IV)
Workshop: Labor V, Wealth IV, Industry IV, Apprenticeships, Carpentry | With simple machines and an understanding of metal unmatched by many, clever shapes may be wrought in wood or stone or steel. Wealth II may be converted into Industry V per Worker. Max 2 Workers. One bonus Industry to first conversion. | Artisan (II)

Commercial
Kiln: Labor II, Wealth II, Pottery | Here potters fire clay into valuable ceramics. | One Clay may be converted into Wealth II. 1 Worker. | Urban
Tanners: Labor II, Wealth I, Tanning | Hides are always in demand, even if their production process is repulsive. | Two Hides may be converted into Wealth II | Rural
Gemcutter: Labor II, Wealth III, Industry I, [Gem] Comprehension | Clever artisans here polished and display the value of precious stones | One Gem may be converted into Wealth II or 5 Stability | Urban (I)
Mill: Labor V, Wealth III, Industry II, Milling | Crushing grain into flour is the foundation of a cereal-based diet | +1 Food for every Rural District in this Region | Urban (III)
Spinning House: Labor III, Wealth IV, Shearing or Sericulture | Here fiber is spun on looms into thread and yarn. | One Wool or Raw Silk may be converted into Wealth II or Cloth. | Urban (II)
Market: Labor IV, Wealth V, Industry III, Currency | Here luxuries and goods from far and wide change hands, enriching all. | +1 Wealth per Trade Post. Two Resources may be moved to a city within trade range. 1 Worker | Urban (III)

Culture
Amphitheater: Labor VI, Wealth V, Industry II, Drama | A place where those with refined tastes and free time forget their cares for a while as men and women caper upon the stage. +1 Wealth, +1 Culture to up to 500 Citizens | Urban (I)
Arena: Labor X, Wealth XX, Industry VI, Arena Games, Drama | Here men spar and fight and engage in mock battles before cheering audiences. Up to one newly raised Soldiers in this settlement may be raised at the Militia experience tier per two years. +1 Wealth, +1 Stability. +Culture to up to 900 Citizens | Urban (II)
Temple: Labor X, Wealth XII, Industry IV, 10 Stone, Organized Religion | Where simple shrines are sufficient for some, the truly pious raise mighty edifices to the divine where many may worship. +1 Wealth/1000 Citizens. +2 Stability. +Culture to 300 Citizens | Urban (IV)
Theater: Labor XII, Wealth XV, Industry VII, Theater, Drama | A finer stage, where even the masses and groundlings can weep and laugh as stories are told. +2 Wealth, +Culture to up to 1200 Citizens | Urban (II)

Infrastructure
Path Network: Labor IV, Sledges or Shipbuilding (River) | By transferring goods along a network of beaten paths via cart and wain, the prosperity of a region is improved. Increases land trade and travel range of a city by two regions. One resource per turn may be harvested in an adjacent region, one per city. | No land cost
Road Network: Upgrade from Path Network. Labor VI, Wealth III, Industry II, 4 Stone. The Wheel | Paving roads to allow the passage of carts improves how far traders may carry goods, and at what speed. Increases land trade and travel range by five regions, stacking with Path Network. Two resources per turn may be harvested from a single adjacent region. One per city. | No land cost
Granary: Labor IV, Wealth II, 3 Stone, Granary | By holding harvested grains and flours, to be distributed when needed and preserved from rot and waste, small amounts of food may be stretched further to feed the masses. +1 Food per Garden or Farm in Region. Affects 5 Farms max. Does not stack. | Urban
Central Granary: Labor XI, Wealth VI, Industry III, 10 Stone, Central Granaries | These repositories of refined food and siege-supplies safeguard a city against starvation and distribute grain to the needy. +1 Food per Garden or Farm in Region. Affects 20 Farms max, without stacking. +2 Years Siege Holdout Time. 100 Peasants are born in this city each Generation. Maximum one per city. | Urban (III)
Shaduf: Labor III, Wealth III, Industry V, Simple Machines | Where fields must be watered, direct sources of water are wise. The region where this is built now counts as a Riverlands region. Must be built in Rural (Flatlands). | Rural (II)
Aqueduct: Labor V, Wealth III, Industry III, 5 Stone, Mathematics | Fresh water, wherever it is delivered, is always of use to a society. +1 Food per Garden or Farm in Rural District. +200 Population for Growth Calculations in Urban District. | No land cost, Max 1 per District
Simple Sewers: Labor VII, Wealth II, Industry II, Sewers, Urbanization | Though fresh water aids any city, sometimes removing other types of water is equally important. Improves city plague resistance, and increases Overpopulation cap by 1000 Citizens. | No Land Cost, Max 1 per Urban District
Treadwheel Crane: Labor X, Wealth XV, Industry V, 5 Timber, Refined Construction, Simple Machines | Raising high buildings requires immense amounts of labor, and cranes raise blocks and stones far above the landscape with ease. 1 Worker (any Profession). +2 Labor | Urban (I)


Copper Armor: Wealth II, Industry I, Copper: +15% Defense
Copper Weapons: Wealth II, Industry I, Copper: +20% Attack
Linen Armor: Wealth II, Industry II, Twining, Linen: +25% Defense
Iron Armor: Wealth III, Industry II, Smithing, Iron: +40% Defense
Iron Weapons: Wealth IV, Industry I, Smithing, Iron: +40% Attack
Bronze Armor: Wealth III, Industry I, Smithing, Bronzeworking, Tin and Copper: +45% Defense
Bronze Weapons: Wealth IV, Industry II, Smithing, Bronzeworking, Tin and Copper: +40% Attack
Forged Iron Armor: Wealth IV, Industry II, Advanced Smithing, Iron: +55% Defense
Forged Iron Weapons: Wealth VI, Industry II, Advanced Smithing, Iron: +55% Attack
Mithril Armor: Wealth VI, Industry III, Advanced Smithing, Starmetal Comprehension, 2 Starmetal: +75% Defense
Mithril Weapons: Wealth VIII, Industry IV, Advanced Smithing, Starmetal Comprehension, 2 Starmetal: +65% Attack, +10% Armor-Piercing

Bows: Wealth I
Composite Bows: Wealth II, Industry I, Composite Bows: +50% Ranged Attack
Singing Bows: Wealth III, Industry II, 2 Skystone, Composite Bows: +100% Ranged Attack, +1 Range
Crossbows: Wealth V, Industry IV, 1 Iron or Bronze, Complex Machinery: +100% Ranged Attack, 20% Armor Piercing

Simple Siege Ladders: Wealth I, Industry II
Battering Ram: 2 Labor, Wealth V, Industry III, 5 Timber, Siege Tactics
Mantlets: Wealth III, Industry III, 2 Cloth, Siege Tactics - Provide cover for 100 Soldiers
Siege Tower: Wealth VI, Industry II, 5 Timber, 2 Cloth, Siege Engines - Provides direct access to a wall up to Grand and cover for 200 Soldiers
Catapults: Wealth V, Industry VI, 10 Timber, Siege Tactics, Carpentry, Mathematics - Capable of damaging walls over time - Built in units of 2
Ballistae: Wealth VII, Industry VI, 5 Timber, 2 Iron or Bronze, Siege Engines - Impressive anti-personnel weapons, good for picking men off of walls or devastating field formations - Built in units of 2
Battle Horns: Wealth IV, Industry III], Battle Horns - Once during a single battle, any unit equipped with Battle Horns may target an enemy unit of up to 100 men. For the next two turns thereafter, said unit suffers -20% to all rout checks.

Mounts: Wealth VII, Industry I, Riding (Mount): +4 Regions Deployment Range, -20% Charge Bonus. -Wealth Recruitment cost per local Paddock
Chariots: Wealth X, Industry III, Domestic (Mount), The Wheel: +6 Regions Deployment Range, +20% Charge Bonus, Allows Mounted Archery

Skiff: Wealth II, Industry IV, 4 Timber, 4 Years, Clinker Shipmaking [100]: +25% Speed, +50% Stealth
Galley: Wealth II, Industry II, Fishing Docks, 2 Timber, 4 Years [200]
Bireme: Wealth III, Industry IV, Shipwright, 5 Timber, Shipmaking, 4 Years: +50% Hull, +50% Ramming [300]
Trireme: Wealth VI, Industry VI, Shipwright, 10 Timber, Refined Shipmaking, 8 Years: +150% Hull, +50% Ramming [300]
Quadrireme: Wealth X, Industry VII, Drydock, 15 Timber, Reinforced Hulls, 10 Years: +250% Hull, +100% Ramming [500]


Military Experience gives an army a 10% Attack bonus per level, and improves their morale by one tier for every two levels. Experienced is gained via the training action after discovering Military Professionalism. Soldiers may always take actions, but may require Authority for special Activations.
Tier 0: Tribal Warriors
Tier I: Militia
Tier II: Trained
Tier III: Regulars
Tier IV: Hardened
Tier V: Veteran
Tier VI: Battlesworn
Tier VII: Professional
Tier VIII: Guard
Tier IX: Elites
Tier X: Lifeguards


Domestic Crops
These are listed on a per-region basis, and may be transplanted. Having the same biome helps. It is expensive in terms of wealth to try to establish a crop type in a new region, but ultimately worthwhile if successful. The more types of Domestic Crops your people possess, the more potential sources of food and wealth they have access to- each Crop also provides flat food production to a region, perhaps most importantly.

A
[Animal] Domestication: Allows the exploitation of a Beast with the Domestic Quality | 5 RP
Apprenticeship: Necessary to construct the Workshop. +1 Public Order per Year in Settlements with at least one Workshop. | Enhanced Construction, Social Hierarchy, Mass Labor | 10 RP
Arboriculture: Necessary to construct Managed Forests | 5 RP
Arcane Smithing: Allows the manipulation of eldritch metal-bearing minerals. | Refined Smithing | 15 RP
Arena Games: To know the adulation of the crowd is, in some small way, to touch divinity. Allows the creation of the Arena. | 10 RP

B
Bronzeworking: Self-explanatory. | Smithing, Access to Copper, Tin. | 10 RP

C
Central Granaries: Unlocks Central Granary. Requires Living State, Refined Construction, Granaries | 10 RP
Channelization: Allows Farms to be upgraded to Irrigated Farms for 8 Labor and 3 Wealth | 5 RP
Chariotry: Necessary for constructing Chariots | Steed | 5 RP
Childbirthing: +100 Peasants in the Capitol per Generation | 5 RP
Colonia Defenses: Colonia are counted as possessing a Garrison and a Palisade. Requires Colonia. | 10 RP
Companion Herding: +1 Hides from Paddocks. Requires Wolf Domestication | 5 RP
Currency: Unlocks Market. Allows the creation of Trade Posts with foreign friendly settlements with trade range. [Cost 1 Wealth per population. Adds bonus to Urban and Coastal Districts.] | 10 RP
Construction: There is more to the art of building than piling stone upon stone. Allows the construction of the Grand Wall. | 10 RP
Construction, Refined: Wonder Limit increased to one per settlement | 15 RP
Cistern Irrigation: Allows construction of the Cistern Network in Agricultural Districts in Arid Regions. | 10 RP

D
Drama: The practice by which men and women make themselves part fools, part heroes, and are bettered by it. Allows the creation of the Theater. | 10 RP

E
Early Empire: +Wealth from Palace Economy in every Settlement. +1 Conquest Penalty Reduction per Turn. +1 Civic Point. | 15 RP
Encryption: Increases the time to study Advancements with Closed Archives by 2x base rate | 10 RP
Espionage: Allows the formation of a Spy Network. Only a single network may be formed per level of Government. | 7 RP.
Extended Patrols: Active Patrols are doubled in efficacy per 100 Soldiers. Requires Military Professionalism. | 5 RP

F
Fermentation: Allows the creation of the Brewery Quarter | Comprehension of a suitable plant. | 7 RP
Food Preservation | Holds over 5 Food from a Population Growth event in any Settlement | 5 RP
Food Preservation, Enhanced | Excess Food beyond the Population Growth requirement is not consumed. | Food Preservation | 10 RP

G
Governance: Unlocks Garrison. +1 Civic Point | 10 RP

H
Highway Network: Allows the construction of the Bazaar. One Resource from an adjacent Regions in Settlements with a relevant Resource District may be harvested, decided upon research of this technology or the construction of the Resource District. | Chariotry | 10 RP
Hoarding: Walls above the Fitted Stone Wall give an additional 25% Defense against Ranged Attacks. | Siege Engines. | 10 RP
Horn Lamination: Allows the production of Compound Bows. | 10 RP
Hull Keels: Allows the construction of Deepwater Docks. | Trawling Nets, Shipbuilding. | 15 RP

I
Imbuing Rituals: Scholars produce one passive Enchantment per year. | 10 RP.
Insulae: Housing Districts now provide habitation for 20 Citizens, but also generate -1 Public Order | Machinery, Enhanced Construction, Mass Labor | 10 RP.
Intensive Agriculture: Simple Sewers give +1 Food to local Rural Districts with at least one Farm-type building. | Selective Harvesting. | 5 RP
Intricate Webweavers: Allows the establishment of another Spy Network. | Espionage. | 10 RP.
Irrigation: Rural Districts produce +2 Food if built in Riverlands | 5 RP
Ironworking: Self-explanatory. | Advanced Smelting, Iron Ore Resource. | 10 RP

L
Labor Coordination: If an Artisan is operating a District, they may add 1 Labor to a single Construction in that District to which another Labor has already been added at no cost. | 15 RP
Living State, The: +1 Civic Point. One additional Peasant is educated during population growth in the Capitol. Unlocks Tier II governments. | 15 RP

M
Machinery, Simple: Ballistae | Bronzeworking | 10 RP.
Machinery, Complex: Unlocks Crossbows, +1 Labor from Treadwheel Cranes. | Simple Machinery, Labor Coordination, Ironworking OR Bronzeworking. | 15 RP.
Market Economy: Artisan Quarters may now convert 3 Industry into 2 Wealth instead of their regular conversion. | Highway Network or Shipbuilding. | 15 RP.
Mass Labor: One Artisan per Settlement may supervise the labor of a Peasant or Slave, exchanging their normal Labor output for 1 Industry. | 10 RP
Mechanized Power: Enables construction of the Sawmill | Waterpower | 15 RP
Meritocratic Ascension: -1 Public Order in any Settlement with more than 20 Public Order. +1 Labor from every 2 Artisans. Education takes one Year less. | Social Hierarchy, Standardized Texts. | 15 RP
Military Professionalism: Allows advancement beyond Experienced for military experience. +1 Experience per Year per Barracks. Soldiers may replenish 25 members in any city every two years, but lose one Rank per replenishment. | Military Routines, Standardized Texts | 10 RP
Military Coordination: Enables Night Attacks, and improves ambush success odds. Requires Military Professionalism, or Stratocracy. | 5 RP
Military Routines: Allows the construction of the Watchtower | Mass Labor | 5 RP
Monumental Architecture: Wonders may receive a single upgrade or two minor upgrades at their same cost in Labor, Wealth, and Industry again. | 10 RP
Mystic Forging: Allows the creation of various Arcane Armors | Advanced Smelting | 15 RP

O
Offshore Netting: Adds +1 Food or +1 Maritime Resource to Fishing Docks | 5 RP
Organized Religion: Allows construction of the Temple. | Religious Philosophy, Social Contract. | 10 RP

P
Paper: Closed Archives only increase the time to copy an Advancement to 8 turns, not 10 | 10 RP.
Patrolled Roadways: 1 Resource per Settlement may be transferred (for no gain in Wealth) to another Settlement within 4 Regions. | 5 RP.
Pillaging Companies: Upon conquering a Settlement, a friendly Army has a 50% chance to steal a Technology from the conquered Faction which it does not yet possess. 10 RP.
Prospecting: Significantly improves an Explorer's chance to discover new Mineral Resources in Regions which have already been explored. | 5 RP.

R
Reinforced Hulls: Unlocks construction of the Quadrireme unit. Requires Refined Shipbuilding. | 15 RP
Reinforced Timber: Unlocks construction of the Deep Mine. Requires Machinery, Geomantic Strengthening, Ironworking. | 10 RP.
Religious Philosophy: Allows the construction of the Temple District. | 5 RP.
[Resource] Comprehension: Allows the exploitation of an Arcane Resource. Will likely require some trial and error! | 5 RP.
Rune Linkages: Allows the casting of certain complex runes, Tier II Runecasting. | 7 RP.


S
Saddle: Mounted Soldiers have their Charge Malus replaced with a +50% Charge Bonus in open terrain. Allows the training of Cavalry. | 5 RP.
Sailborn Flight: Enhanced Construction, Shipbuilding, Enhanced Smithing | Allows the construction of Aerships at Smithies. | 15 RP.
Seasoned Spymasters: All active Spy Networks generates 1 extra Action Point per Turn. | Espionage. | 12 RP.
Scouting: Decreases by 25% the chance that Raids will fail. | 10 RP.
Scientific Method: Through trial, error and the judgement of their peers, every third Scholar Pop in any given settlement generates +1 RP points. | 15 RP
Scutching: +1 Flax output from Plantations. Requires Flax Domestication. Flax may be used in place of Wool in a Spinning House. Unlocks Spinning Houses. | 5 RP.
Seed-Drill: Aqueducts in Rural Districts also give their Urban District bonus. | 10 RP.
Selective Breeding: Ten years after researching selective breeding, all Mounted Soldiers gain +10% Defense and +10% Charge Bonus. Requires Saddle. | 7 RP.
Selective Harvesting: Flatlands produce one more Food. | 5 RP.
Sericulture: Forestries may choose Raw Silk as their Forest Resource for production - only one Forestry may choose such per four years. | 5 RP.
Servant Qualities: Decreases Servile Unrest by 25%. Slaves may now produce Food - but can only be created every second Year. | Social Hierarchy | 7 RP.
Shearing: Paddocks gain an additional production of 1 Wool (2 Wool if Ironmaking or Bronzemaking are also possessed). | 5 RP.
Shipbuilding: Allows the construction of Triremes | Requires a sense of adventure and derring-do. | 10 RP.
Sickle: +1 Food from Gardens and Farms. | A domesticated Cereal Crop | 5RP.
Siege Equipment: Allows the construction of Onagers | Simple Machinery | 5 RP.
Siege Tactics: Allows the construction of Mantlets, Catapults and Battering Rams. | 7 RP.
Smelting: To make ore fit for working in a Forge, it must first be smelted – the full art of which is known by none, practiced by few and praised by many. | 10 RP.
Smelting, Advanced: Allows the smelting of Starmetal . Smelting, Enhanced Smelting | 7 RP.
Smelting, Enhanced: Allows the creation of Blast Furnaces. | Smelting | 10 RP.
Smithing: The knowledge and know-how required to work metal according to ones own desire. | 10 RP.
Smithing, Enhanced: Allows the creation of Advanced Iron Armor. Foundries now produce 1 passive Wealth. | Smithing | 15 RP.
Soap: Dramatically increased disease resistance | 5 RP.
Social Contract: Where there is a place for everyone, and everyone is in their place, all may prosper. | +1 Civic Point, +1 Public Order in the first four Settlements. | 5 RP.
Social Hierarchy: Allows the creation of Slaves/Serfs | Social Contract | 5 RP.
Spoked Wheel: Increases Trade Distance if a city has a Road Network by 5 Regions. +1 Resource harvested by Road Networks. | 10 RP.
Standardized Texts: When minds, like blades, are sharpened by the same, proven forge - much is gained. +1 Freemen specialized per turn at no expense in every city. The cost of the Scriptorum changes by -1 Wealth, -1 Industry. | 10 RP
Stirrups: Mounted Soldiers gain an additional 50% Charge Bonus, and no Archery Malus | Saddle. | 5 RP.

T
Tel Defenses: Reduces Labor Cost of Defenses by 2 - Defenses may be Upgraded directly into other Defenses. Unlocks Watchtowers. Requires Masonry, Refined Construction, Governance. | 7 RP.
Threshing: Milling bonus increased to +2 | 5 RP.
Trade Networks: Allows internal Trade. +1 Resource Harvested by Road Network. | 7 RP.
Trawling Nets: Regions with Amber now gain 2 Amber Resources at no cost. | 5 RP.
Tribal Council: Upgrading Dwellings may be done without demolition, and conserves resources which have already been invested. | 5 RP.
Twining: Allows for the creation of Linen Armor, also known as 'Linothorax' - see Military Equipment. | Scutching. | 7 RP.

U
Urbanization: Urban Districts have 5 more Space. | 15 RP.

W
Waterpower: +1 Labor from Industrial Districts adjacent to Rivers | Simple Mahcinery | 7 RP.
Writing: Communication and meaning devoid of time is a boon for the many. Allows the construction of the Scriptorum.


Cinnabar: If added to a Weapon in forging, one Cinnabar imbues the weapon with 10% Armor Pierce and Flaming Attacks. +10% Armor if added to Armor
Cloth (Tailoring): Increases Wealth gain from converting Wool or Flax into Cloth by 1. Tailored Cloth may alternatively be produced, and consumed in a city to gain 3 Stability and give 1 Culture to one Citizens.
Brightstone: Brightstone produces a low but constant gleam, which can be enhanced through cutting. This is especially useful in the mines, where Brightstone can allow men to work day and night in what would otherwise be complete blackness. 1 Brightstone may be used to double the output of a mine or quarry.
Brightstone Channeling: Unlocks the Harbor Beacon
Floatstone: Citizens moving resources between settlements may carry five more resources.
Floatstone Refining: +1 Wealth from Trade, unlocks Spire. Floatstone may be refined into Aetherium at a Blast Furnace.
Granite (Edifices): Defenses constructed with Granite give an additional 10% ranged cover bonus, and take another week to breach with siege machines.
King's Ore: King's Ore, when treated under heat, possesses a natural resilience of energetic shielding which might protect men against blades. When added to Armor it improves the Armor Quality by 10%, and allows those wearing this armor to ignore 50% of their casualties in the first round of melee combat. Cost: 4 King's Ore
Marble: May be processed into +2 Wealth at Stonecutters. Temples, Forums, Shrines and Palaces may be upgraded with 15 Marble, generating +2 Stability.
Silk (Finery): +1 Wealth to Raw Silk conversion. Silk Cloth may be consumed by a settlement to add Culture to two hundred Citizens.
Skystone: Skystone stores kinetic energy in forging, allowing Singing Bows to be created that strike with twice the strength of a Composite Bow with increased Range.
Firechar: 1 Firechar may be substituted for 1 Fuel in Forges or Bloomeries, but is not consumed.
Gold (Finery): +1 Wealth to Gold Ore conversion. Gold Metal may be consumed by a settlement to add 5 Stability.
Ancient Forests: +1 Timber from Orchards in regions with Redwoods
Last edited by Olthenia on Wed Nov 22, 2023 1:14 pm, edited 10 times in total.

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Olthenia
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Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Tue Nov 07, 2023 4:17 am

Espionage

Espionage and spycraft is a necessity in this day and age. Well to do city-states would do well to watch their enemies – as well as their friends. To do so, the Espionage tech is a clear requirement. Once completed, any society with a Level I Government, can maintain up to 1 spy network in a single enemy settlement. The ability to maintain and develop more networks increases with the level of Government, up to III, or the technology Intricate Webweavers.

Upon first establishing a network in a designated foreign settlement, a cost of 2 Wealth must be paid in bribes and other sundries. On the next turn, your network will begin spreading its tendrils of contacts and informants, symbolized by the accumulation of Action Points (AP) on a 1/Turn basis. AP may, in turn, be spent in the following nefarious ways:

Glean Information – Reveal the strength of a settlement’s garrisoned army. Cost: 3 AP, 2 Wealth.

Spark Outrage – Harm relations between two factions. Cost: 4 AP, Wealth.

Acquire Asset – Bribe a court official. Cost: 4 AP, 4 Wealth. Lessens subsequent AP costs by 1. Required for ‘Steal Technology’.

Extort Wealth – Blackmail a settlement’s rich and powerful for wealth. Cost 3. Upon success, gain up to 4 Wealth.

Steal Technology – Steal a random number of research points towards a specific advancement. RP points required to completely copy any given advancement are 75% of its original cost, rounded down. Can be affected by Rune of Secrecy or target's archives being closed. Cost: 4 AP, Asset, 4 Wealth.

Sabotage – Damage a random settlement building. Cost: 4 AP.

Arm Malcontents – Gain armed followers in case of invasion. Cost: 5 AP, 6 Wealth.

Steal Maps – Steals the target’s map of a distinct region. Cost: 5 AP, 2 Wealth.

Poison Wells – Reduce a settlement’s ability to hold out during a siege. Cost: 5 AP.

When requesting that your network perform a certain action – success is in no way certain! At worst, failure might mean your network is exposed, AP-points lost and Wealth forfeit. There is also the very real chance your neighbors might take a very dim view of any neighbor they suspect of such spycraft, but that is as may be.




Arcana

School of Sacrifice
Source: Life Energy
Exertion: Sacrifice
Channel: Reshaping

Lesser Sacrifices: 20 Food may be substituted for 100 Citizens in Blood Magic, up to once per Paddock in a settlement. | 5 RP

Flesh-Ghouls: Cast on 25 Soldiers, transforms them into Kraalen (May not carry weapons, resist injuries, immune to disease, ++Speed, ++Lethality, may not be demobilized) | 100 Citizens, 1 Enchantment | 5 RP

Bone-Shaping: Cast on 25 Soldiers, adds Modifier: Bonewarped [Intrinsic Bronze Armor, stacks with other armor] | 100 Citizens, 2 Enchantment | 10 RP

Dark Passages: The Dead are never truly gone - they echo around us, and those who are willing to pay may speak to them. If exerted by Scholars, Dark Passages allows the sacrifice of a Population in order to gain 3 RP. Food gained from animals may also be used in place of a Populace, 20 Food achieving a similar effect. | 20 Food OR 100 Citizens | 15 Science

Voiceless Dead: Cast on 100 Citizens, transforms them into Undead (May not carry weapons, immune to disease, generates 3 Labor per turn, cost 1 Enchantment per turn, Peasant laborers) | 100 Citizens, 3 Enchantment. | 15 RP

Wrothful Dead: Cast on 100 Undead, transforms them into Living Bones (may carry weapons, immune to disease. Fight as Soldiers. If destroyed, can be reanimated for the initial cost of Voiceless Dead. Cost 1 Enchantment per turn. | 15 RP

Knit the Flesh: Cast on up to 100 Citizens. If suffering from a disease or wounded in battle, the recovery rate of those thus afflicted increase by 50%. | 3 Enchantment. | 10 RP



School of Scribing
Source: Material Toughness
Exertion: Engraving
Channel: Integrity

Rune of Preservation: Cast upon a Granary, doubles effect | 6 Stone, 2 Enchantment | 5 RP

Rune of Health: Allows Runic Obelisk of Health |
[Runic Obelisk of Health | 5 Labor, 12 Stone, 4 Wealth, 2 Enchantment | An additional Peasant is born in this city during Population Growth, one per city | Urban or Rural (II)] | 5 RP

Rune of Growth: Cast upon a Garden or Farm, gives +1 or +2 Food to Construction, respectively | 8 Stone, 1 Enchantment | 10 RP

Rune of Warding: Cast on Soldiers, decreases casualties by 50% in the first round of melee combat. | Rune of Health, 12 Stone, 4 Enchantment | 10 RP

Rune of the Wild: Cast upon Region, allows the transplanting of Tree Resources. Cast upon Orchard, +1 Food, +1 Forest Resource. | Rune of Warding, 12 Stone, 2 Fuel, 4 Enchantment | 15 RP

Rune of Secrecy: City-States without the Rune of Secrecy must pay 10 more RP points to copy Advancements if the target they are coping from has not opened their archives. | Rune of Warding. | 15 RP



School of Silver
Source: Stellar Harmonics
Exertion: Cadenced Prose
Channel: Transubstantiation

Stone Tuning: Up to three Smithies in a single Settlement may each produce +2 Wealth. | 4 Stone, 2 Enchantment. | 5 RP

Copper Cadencing: Substitute Copper for Stone in Runes at a 1:3 Ratio, rounded up. | 5 RP

Greater Harmonies: Amplify Rune Effect by 50% for x2 Enchantment Cost. | 10 RP

Choir of Diligence: Industry may be substituted for Enchantment in the School of Silver. | 10 RP

Paretonian Principles: When turning Mineral Ores into Wealth at the Forge or Gems at the Gemcutter, add +2 Wealth. | 4 Stone, 2 Enchantment. | 15 RP

Aggregate Hymns: Up to 8 Trade Posts produce a further +1 Wealth. Deals with foreign peoples can be done at significant advantage; provided relations are not hostile. | 15 RP



School of Sunfire
Source: Environmental Electricity
Exertion: Ritual
Channel: Electricity Access

Tesla Forging: Allows creation of Teslanite Weapons (Wealth III, Industry I, Teslanite) - Iron equivalent | 5 RP

Lightning Loop: Utilizing an Enhanced Electromantic Forge to cast Electromantic Attunement only consumes 2 Charge | 5 RP

Lightning Acceleration: Allows creation of Coilbows (Wealth III, Industry II, 1 Teslanite: +100% Ranged Attack, 20% Armor Piercing) | 3 Enchantment, 1 Charge to create - must be recharged after combat. | 10 RP

Electromantic Attunement: Cast upon Copper, transforms it into Teslanite | 4 Charge, 1 Enchantment | 10 RP

Electromantic Storage: Allows construction of the Electromantic Forge:
-Electromantic Forge | 6 Labor, 4 Copper, 4 Wealth, 2 Enchantment | Stores up to 4 Charge, gains 1 Charge per 2 Years on Coastal Regions | Urban or Rural (III)] | 15 RP

Electromantic Entrapment: Enhancement to Electromantic Forge - [Stores up to 8 Charge] - 4 Teslanite, 1 Enchantment. | 15 RP



School of Geomancy
Source: Earth Tides
Exertion: Energy Transfer
Channel: Edifices

Power Point Mapping: Inspects an explored region for Power Points. Amount revealed depends on luck, and type of region. | 2 Enchantment, 2 Wealth | 5 RP

Geomantic Entrapment: Leeches the Geomantic potential of a Region into trammeled stone. Unlocks Shrine of Power -Shrine of Power: 5 Labor, 8 Wealth, 4 Enchantment | Consumes 2 Stone to produce 1 Power Stone every turn, which may be substituted for Enchantment or stored for future use. Takes up a Power Point in a region. | 5 RP

Geomantic Animation: Allows the construction of Golems. Golems: 4 Labor, 5 Stone, 10 Wealth, 4 Enchantment, 4 Power Stones | Golems may work as a Peasant but consume one Enchantment every turn. | Requires Geomantic Imbuing | 10 RP

Geomantic Imbuing: Intensifies the usage of trammeled earth tides in Geomancy. A rite which consumes 2 Power Stones and 2 Enchantment, producing 1 Power Gem. Each Power Gem contains 5 stored Geomantic Enchantment, and is useful for Tier II Arcana. | 10 RP

Geomantic Imprinting: 10 Golems may be recruited as an Army, if provided with a Power Gem when created as an additional cost to normal recruitment. Golem Armies do not consume Food, but may not be deployed offensively independently of another Army.
-Golems: Natural Armor 50% (Stacking), No Morale, 50% Damage Output (Crushing), 75% Ranged Damage Reduction (Piercing) | Requires Geomantic Animation | 15 RP

Geokinesis: Enables the exertion of geomantic force to allow a caster to convert large regions of dirt and rock into steam, great for clearing land. Unlocks Shrine of the Earth
-Shrine of the Earth: 6 Labor, 10 Wealth, 8 Enchantment | At the cost of 2 Enchantment, provides 2 Labor per two years to a Construction. Takes up a Power Point in a region. | 10 RP

Geomantic Inspiration: Allows construction of the Obelisk of Vigor
-Obelisk of Vigor: 15 Labor, 10 Wealth, 4 Industry, 8 Enchantment | Allows Workers in this District to conduct two tasks. Requires Power Point. Urban or Rural (I) | 15 RP



School of Seasons
Source: Meditation
Exertion: Energy Transfer
Channel: Evocation

One With Earth: X Enchantment, X Stone. Soldiers with this blessing receive skin of stone, granting them X defense. However, such weight grants slowness in action, with -X% attack. | 5 RP

Inner Seed: X Enchantment, X Food, X Timber. Soldiers with this blessing will return to life in X Years when killed, growing from buried heads in the ground into men of wood and leaves. The bodies must be recovered for this to occur. | 10 RP

Stonetremble: XV Enchantment, V Food, X Stone. By focusing the power of the elements, subtle ripples of force are woven into great crescendos that ripple through worked stone. Any defensive structure other than Palisades immediately take V Damage. | 15 RP

Third Eye: X Enchantment, X Food, X Desired Metal - Explorers granted with this blessing can scry the heavens and the earth for the nearest location of X Resource. | 15 RP

Feed the Many: Summons 5 Food from thin air | 2 Enchantment | 5 RP

Season’s Bounty: Adds +2 to the harvest of any Field, Orchard or Plantation dedicated to the production of organic resources. | 10 RP



School of Outer Realms
Source: Planar Access
Exertion: Planar Devouring
Channel: Alteration

Breach Siphoning: By drawing tear in the very fabric of reality, power can be drawn and pacts made. Allows construction of the Breach Shrine, which generates 1 Shadow Ash every turn. The Breach Shrine costs 4 Granite, 4 Stone, 10 Labor, 5 Wealth, and 5 Enchantment to erect. | 5 RP

Breach Efficiency: The Breach Shrine generates 1 more Shadow Ash per turn. Requires Breach Siphoning. | 5 RP

Shadow Ash Invigoration: Converts 1 Granite to 4 Shadow Ash at the Temple of the Outsider, once per year | 2 Enchantment | 10 RP

Shadow Breath: Imbues an Army with the Shadow Breath power, allowing them to avoid sight for two rounds of combat once a month | 4 Enchantment, 2 Shadow Ash upkeep | 10 RP

Ethereal Weapons: Imbues an Army with Ethereal Weapons, granting them a 20% Armor-Piercing bonus | 12 Enchantment, 4 Shadow Ash upkeep | 15 RP

Blink: Imbues an Army with the Lesser Blink Power, allowing them to instantly traverse twice as far as they could normally march in a combat round, or summit a Fitted Stone Wall. | 10 Enchantment, 3 Shadow Ash upkeep. | 15 RP



School of Mania
Source: Lotus Vapors
Exertion: Ecstatic Dancing
Channel: Enchantment

Sway the Masses: A series of subtle incantations can calm anxiety, soothe frayed nerves and muddle even the most resolute malcontent. Or excite them. +4 or -4 Public Order to a single Settlement, as the caster desires. | 2 Lotus Petals | 5 RP

Incite Frenzy: Come wrath. Come ruin. Come the world’s ending. Imbues a unit of up to 100 combatants with a sudden berserk fury, ready to explode in a torrent of violence. +25% Damage on the next two combat rounds. | 2 Lotus Petals | 5 RP

Sow Confusion: By clouding thought and blinding judgement, even the simplest plans can become anything but. A unit of up to 100 combatants can neither move nor attack for the next combat round. | 3 Lotus Petals | 10 RP

Induce Terror: When the senses are shaken and the soul driven to madness, who can stand? Imbues a unit of up to 100 combatants with the stirrings of panic, rout and ruin. -25% to the next two morale checks to break and flee. | 3 Lotus Petals | 10 RP

Enticing Whispers: Glib tongues and honeyed words can sway even the most loyal heart. Grants 2 extra Actions to a single Spy Network. | 3 Lotus Petals | 15 RP

Summon Veiled Courtier: From the realm of horror and ecstasy - where the summit of man’s knowledge meets the pit of men’s fears - comes the Courtier.
-Veiled Courtier: Natural Armor 60% (Stacking), 120 Morale, 15 Damage Output (Slashing), 50% Ranged Damage Reduction (Piercing) | 4 Lotus Petals | 15 RP
Last edited by Olthenia on Wed Nov 08, 2023 11:42 am, edited 12 times in total.

User avatar
Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Tue Nov 07, 2023 4:39 am

Wonders of The World

?

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Nov 07, 2023 6:28 am

I'm having a good chuckle at these Arcana - I pity your future balancing fingers. Definitely good to see ADW in the works though!
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Olthenia
Senator
 
Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Tue Nov 07, 2023 3:16 pm

G-Tech Corporation wrote:I'm having a good chuckle at these Arcana - I pity your future balancing fingers. Definitely good to see ADW in the works though!


If you see anything that looks immediately unbalanced, feel free to let me know!

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Sun Nov 12, 2023 2:51 pm

Looks like someone's back in business (nice op)!

Unfortunately my latest projects suffer from the usual obsession with graphics. All these new AI tools end up with me wasting 90+% of project time on maps and such.
Last edited by Harkback Union on Sun Nov 12, 2023 4:28 pm, edited 1 time in total.

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Olthenia
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Posts: 4504
Founded: Oct 03, 2009
Left-Leaning College State

Postby Olthenia » Tue Nov 14, 2023 5:49 pm

Heirs of Icarus
Image


You’re tomb-robbers faced with the score of a lifetime: a vast, interstellar space-station. A derelict, essentially. Graveyard for all thought lost on it, conspiracy-foci for half a dozen different dark theories – pre and post-Collapse – and a treasure trove to be plundered. How exactly did you come to be here? Are you corporate scavengers, funded by some tattered Old Earth elites? Are you vacuum-sealed lapdogs of one of the Martian tyrants? Or out-and-out crazies from somewhere out in the Kuiper Belt? It hardly matters. Icarus Station is here – a dark, dead god whose corpse has drifted through the aether for more than a decade. And you’re there to hack at its secrets. There was a war, once. Fact of the matter is, that war is still probably going on somewhere. But that’s hardly important now. What is important is Icarus Station, and the treasures it contains. When the greatest Interstellar Empire the galaxy has ever known collapsed into anarchy, Icarus – a dark jewel of the now irradiated core systems – was lost along with the rest of it. But what is Icarus, anyway? And why the high heck should you care?

To some, Icarus was a scientific and technological Mecca. An archival storehouse of cutting-edge technology, and host for almost half a dozen corporate biolabs. Exactly what these labs were developing when Icarus was lost is anyone’s guess – but the value of its ancient datavaults are beyond question.

To others, Icarus was a pleasure-isle in the vast, black sea of space. Arguably the station’s grandest dome contained gambling houses, an actual racing arena, half a mile of simulated beach-front, and more besides. As the Empire collapsed, this was where the glitterati of her pict-screens and VR-servers came to party and feed any number of dark hungers. Their luggage, and remains, must surely be worth robbing.

To yet others, Icarus is – or at least was – an isle of safety. And now, presumably, a tomb. In the Empire’s waning years, corporate and private largesse had long been a way for the moneyed classes to show off. Some even did so by leasing out large parts of Icarus as ‘Refugee Resettlement Zones’. Zones rife with resentment, extremism and insidious mysticism – as well as hopes and dreams. Which, of course, only added to the tragedy when Icarus disappeared.

Radiation and laser fire cindered those dreams, those hopes, those treasures. Yet now – almost a decade later, the vast station has suddenly, inexplicably rippled back into reality! Intact! Nearly whole. And still closed, by and by, to the vacuum of space. News feeds from the Trueman Line to the Martian Principalities and even the cannibal stations out in the Kuiper Belt have been buzzing with news and rumors of it. Icarus! Rumor-haunted, myth-shrouded Icarus! – is back.

Now - who can get to it first?

(In this RP, you – the players – each take command of your own band of scavengers recently landed somewhere on Icarus Station. You've checked and double-checked your vacuum seals, your equipment and your air-filters.You're ready to go. Now, your goals are to explore your derelict surroundings, plunder its wealth, and hopefully – possibly! – get back out alive. For the sake of ease, order and sanity, I’m going to roll the action forwards on a turn-by-turn basis. Create your squad, choose skills and equipment, issue orders – and we’ll see how things shake out.)



TRAITS, BACKGROUNDS & EQUIPMENT


TRAITS

Positive
Hippocratic
Bold
Tough as Nails
Silver Tongued
Clever
Blackthumb
Hard-Hearted
Zealous
Quickdraw
Martial Artist

Negative
Poor Psych Evaluation
Kleptomaniac
Abrasive
Nervous
Old Wound
Clumsy
Anemic
Addicted
Distracted
Bad Genes
Melancholic




BACKGROUNDS

WORKING CLASS HEROES:


Ocean Sweeper
The oceans of Old Earth might be dead, but they’re still full of plastic detritus and other useful materials. You come from a crew used to spending months in the silent, eerie waters of the southern Pacific, the smells of rot and toxic algae your constant companions. Calling you 'Stateless' is not far from the truth, and whoever hired you, trained you, equipped you and set you on your path to Icarus - likely did so for two reasons: You are expendable, and you are deniable. But that's fine. You're used to fighting the odds.
+1 Pilot OR +1 Technology

Trueman Wildcat
You are proud and you are free. Granted, your ship might be second-hand, vacuum seals hand-made and equipment sourced from God-knows-where - but that's fine. You are a Wildcat, born and bred in the remains of Old Earth's social democracies and their unlikely successor states, grouped in the so-called 'Trueman Line'. A freelance scavenger, rescue ranger and explorer rolled into one. If Icarus Station, the dark heart of the Earth-That-Was, is there for the taking? – well, you fully intended to carve a piece, chew, and eat your fill.
+1 Technology OR +1 Perception

Data Custode
???
+1 Perception OR +1 Science

CRYPTOFASCISTS:

Corporate Courtier
A servant of the corporate conglomerates of Old Earth; be it Dauman Mining and Metals, Feng-Shuei Limited or Omazone. From company naming ceremonies to company uniforms and company funerals - you've seen it all. Known it all.
+1 Science OR +1 Technology

Martian Martinet
Feudalism in the 27th Century isn’t dead – it’s rebranded. As a servant of the Martian Principalities.
+1 Combat OR +1 Manipulation

Pale Rider
With both ‘PMC’ and ‘militarized keyboard-comboys’ as gross misnomers, what the Pale Riders precisely are is best described as something in between. Part hacker-collective, part ultra-conservative rioters-for-hire – the controversial militant group’s main backer is rumored to be none other than the shadowy crypto-currency guru Leland Mackenzie.
+1 Survival OR +1 Combat

WILD CARDS:

Kuiper Belt Cannibal
No, you’re not an actual cannibal. Those are just rumors from the wilder, weirder parts of the interstellar net. The name’s catchy, though!
+1 Survival OR +1 Stealth

Glitterati
From nova-hot VR-stars to privileged rich kids – you’re it. One of the lucky souls living crisp, glorious lives in wealth and plenty, far and away from the toil and hardships that mar the rest of humanity. Either you’re here for ratings, views and likes - or because your family signed the bill, just to get you out of the way.
+1 Resolve OR +1 Manipulation

Binary Pilgrim
Reality does not beget faith. Faith, in the end, begets reality. Be it Christian conservatism, liberal Islam or a groundswell of New Age mysticism – you are a servant not of yourself, but of faith, dogma and religious doctrine. That vast, wonderous meaning that holds mankind – and the cosmos – together. Whatever secrets Icarus Station holds, you will have them. Hallelujah.
+1 Medical Aid OR +1 Combat



EQUIPMENT

TOOLS & TRICKS

-Plasma Cutter
-Security Jack
-Disposal Kit
-Bio Scanner
-Crowbar

FIRE & POWER

-Laser Carbine
-EMP Grenades
-Power Prods
-Riot Shield
-Combat Harness

MEDS & SUPPLIES

-Defibrilator
-Bandages and Sutures
-Saline Tablets
-Synthohol
-Fusion Batteries
Last edited by Olthenia on Thu Nov 16, 2023 4:27 am, edited 5 times in total.

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