G-Tech Corporation wrote:Rise and FallThe 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.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. Maximum based on Characteristic.
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.
Triple-Digit numbers give me a headache!