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A Different World: Imperium and Empire [OOC|Open]

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G-Tech Corporation
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Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

A Different World: Imperium and Empire [OOC|Open]

Postby G-Tech Corporation » Mon Sep 20, 2021 4:58 am

Imperium and Empire


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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 grand empire, an empire amongst many. It has been over a thousand years now since the first tribes emerged in the impact of the Cataclysm, family groups formed from scattered wanderers and survivors, and now from those first few tribes and city-states immense nations and countries have emerged, shaping the world about them. Iron armed warriors march in their thousands, wielding weapons both mundane and mystical, and great siege engines roll across the plains to beleaguer cities of formidable walls and sprawling scale. Atop cyclopean wonders priests offer sacrifices to strange gods, and call upon arcane powers to both aid their fellows and smite their foes. This is a time of grandeur, of culture, of beauty, but also a time of fear and chaos, for man's most dangerous adversary is no longer the wilds and the fell things of the darkness, but himself...

To be a leader in such times is to be given glorious potential, but also enormous responsibility. Civilization is fragile, and your civilization the most vulnerable - your enemies many, potential or otherwise. Will you rise to greatness alongside your kinsmen, or will you falter and be forgotten? Come, and tell the tale of Imperium and Empire.



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A lovely little RPG, welcome all.

New empires begin with a single capitol, two less settlements, and a range of outskirts, and I am accepting a maximum of fifteen empires - we currently have seven slots open. Feel free to chime in here to watch and enjoy even if you don't want to join.

You should expect to make an IC post once every 72 hours or thereabouts IRL, but more will be encouraged. A nice simple straightforward expectation, no strings attached. These posts correspond to the passage of a year's time, in-character, and will resolved by yours truly to chart the course of your civilization.

New empires 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 1000, who populate your capitol 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 eight thousand inhabitants. The full mechanics of this age will be explained in a following post.

So there we go! I have room for fourteen 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]
[b]Leader:[/b]
[b]Short History:[/b]
[b]Starting Location:[/b]
[b]Advantage:[/b]
[b]Description:[/b]





The Empires

The Landsraad Hegemony: A confederation in the western plains, possessing a straddle on the Great, White, and Black Rivers. A sprawling and advanced empire of many settlements, they wield a variety of strange powers and have strong internal trade.
The Great Yu: A celestial monarchy hailing from the banks of the Yu River, between the steaming Huanca Jungles and the Sea of Sunset, the Great Yu have seen recent turmoil, and internal dissent, but still stand strong nonetheless behind their formidable Long Wall.
The Republic of the Great River: Democrats, a rarity in this era, form the nucleus of the four cities of the Republic - Rivermouth and her smaller sisters - on the eastern shores of the World That Is.
Varra: A monarchy in the northwestern cool plains of the known world, Varra is Saladon, the great city at her heart. Builders and traders, but living in comparable isolation, only recently have they turned their faces back toward the world at large.
Corvus: A hegemonic empire, with a figurehead Pacate advised by the Soulan Council, the power behind the throne, the Corvan are a warlike folk, rich and prosperous, and lovers of trade and battle alike. Their recent history includes the conquest of southern holdings of impressive scale, but they are beset by the sheer scale of their dominion.
The Republic of Machaka: A burgeoning city-state with power belying her solitary nature, Machaka stands at the confluence of many trade routes, and her high walls and impressive scholarship mark her out as a city of preeminent virtue.
The Magisterium of the Eleskar: A mage-society with few rivals in the distant north, Eleskar is notable for her advanced mastery of mystical arts and stratified society, based in possession of mystical power.
The Kingdom of Penithel: A society led by a philosopher-king and noble scholars in the south and east of the world, on the shores of the Great Eastern Sea, Penithel is notable for her social harmony and strong ironworking tradition.
The Divine Realm of Qadimahr: A civilization born in the desert floodplains of the south, out of a society beset with necromantic warlords, this society of priests and newly envisioned kings is notable for her deeply religious populace and multiethnic character.
Sorrowfree: A rich desert civilization, standing at the crossroads of nations in the Great Rift Valley. The Khortuun are mystics, warriors, and poets in equal measure.
The Promethean Republic: A civilization which stands at the crux of a great flood-plain and the sea, the Republic was built upon the ruins of an oppressive dynasty, but is in many ways becoming like that which it first overthrew.
The Great Crusade of Draesea: A martial theocracy built on the desire to one day bring all to the light of the truth, the Draeseans mobilize large number of holy warriors, but have a less than perfect relationship with 'infidels'.
Karun Velathrim: A nation of free men forged on the bones of an old aristocratic order, the Second League has lost much glory, but none of her determination. She seeks now her place in the sun.
Hesh: A nation of contradictions, balanced between an egalitarian present and a bloody warlike religious past. Her ghosts are strong, and her fate walks the edge of a knife as old ways rise to battle the new.
The Volgati: Conquerors and sackers, the Volgati inhabit the bones of an old city-state, barbarian warlords now turning their thoughts to civilization. Martial and warlike, fractious and innovative, marchers and raiders, the Volgati are forging for themselves a new identity - but who is to say what that identity is?
Mandakore: An impressive society built on conflict between heroes and the building of an indomitable military, she suffers from occasional instability due to her (lack of) succession laws.


Players
The Landsraad Hegemony | G-Tech Corporation
The Great Yu | Novas Arcanum
The Republic of the Great River | The GAmetopians
Varra | Holy Tedalonia
Corvus | Lazarian
The Republic of Machaka | The Empire of Tau
The Magisterium of the Eleskar | Pragia
The Kingdom of Penithel | The National Dominion of Hungary
The Divine Realm of Qadimahr | Aidannadia
Sorrowfree | Olthenia
The Promethean Republic | The Unraveled Cycle
The Great Crusade of Draesea | New Antarcticania
Karun Velathrim | The Knights of Azorea
Hesh | The Hierophancy
The Volgati | Saxony-Brandenburg
Mandakore | Madmunch
Last edited by G-Tech Corporation on Sun Jan 02, 2022 3:12 pm, edited 19 times in total.
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: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Sep 20, 2021 4:59 am

The Workings of Empire

Empires are many things; people, primarily, the land and cities they occupy, and, from your perspective, the men and women and apparatuses which rule them.

Cities

Cities or settlements are the fundamental unit of your society - places where your populace lives and thrives, fights and dies, and more. Without settlements to call their own a people is a band of nomads in the wilderness, and easy prey for any enemies. Cities have five main qualities: their Citizens, their Land, their Resources, their Districts, and their Constructions.
Population: Individuals are categorized broadly by their social station, reflecting their political power and education, and exist in lumps of a thousand persons making up a Population. Populations come in four classes: Serviles, Plebians, Citizens, and Patricians. Not all societies will have all types of Population. Soldiers are another class of Population, but do not function in the same way as the others and so are addressed separately. Note that Soldiers have no downsides to movement, but forcing another Population to migrate generates a Discontent in both the origin and destination cities.
Serviles: Produce three Labor when active, and two may be activated for only one Authority. Produce one Discontent every year. May operate Basic Districts.
Plebians: Produce one Labor when active. May operate Basic Districts.
Citizens: Produce one Wealth when active. May operate up to Standard Districts.
Patricians: Produce one Authority when active. May operate up to Advanced Districts. Note Authority produced by Patricans cannot be used to activate Patricans in their turn.
Land: Land is fundamentally what type of terrain a city is built upon. This mainly limits what type of District may be constructed in a given City, but can have other impacts as well. Land types are: Coast, River, Hill, Forest, Desert, Plain, Tundra, and Mountain.
Natural Resources: These are many and varied, and generally give a bonus to a type of resource production, or more rarely allow access to a type of resource which has an impact on your society at large. Natural Resource types aside from special exceptions are classed as either Luxury, Bonus, or Strategic.
Districts: Cities are composed of Districts. These take up an amount of Land, and are operated by Populations to produce resources for the use of your government to accomplish here goals. Districts are many and varied and are addressed below under Governance.
Constructions: Constructions are buildings, infrastructure, improvements, and other various types of edifice or collected effort which modify the output of your Districts. Most Constructions will effect every District within a City, while rare Constructions might effect your entire Empire. These are also addressed below under Governance.

Governance


All men look, in their own ways, to those who concern themselves with politics and the rule of others for wisdom. In some societies this is found in kings and majestic figures, in others the cleverness of the masses and pooled knowledge, in others the power of the force of arms or arcane power. Pound for pound, what most societies concern themselves with are resources and their use - and this too will be your concern. Note that Food, Wealth, Industry, and harvested Natural Resources may be transferred using an activated Population between Settlements - and this may be necessary. A single Population can carry up to 10 Resources up to ten total Regions per year.

Resources
Food: A simple resource, abundant almost everywhere, but absolutely vital to the functioning of an economy. You'll mainly harvest this from Agricultural or Fishing Port Districts. A deficit will result in Discontent rising by one for every un-fed Population.
Labor: A transitory resource, the sweat-equity of your empire. Almost all Districts and Constructions require significant investments of Labor, and World Wonders even more. Most of your Labor will come from activating Plebians, or Serviles if your society possesses them. Labor cannot run into a deficit, and does not carry over from year to year - it must be invested or it will be lost. It also cannot be transferred between settlements.
Wealth: The lucre and funds the state possesses, assigned to her many and varied needs. Some of your wealth will come from taxation, or local industry, but it can be greatly increased through judicious trade and shrewd ruling. Almost every action of the state requires some amount of Wealth, so increasing her production will be important.
Industry: Capital instruments, as well as the artisans who use them, are necessary to the running of an advanced society. Difficult to obtain, but very important to the create of impressive Wonders, Districts, and Constructions, Industry comes exclusively from Districts and Constructions itself. It may be transferred between settlements via trade at Markets or the movement of Populations.
Authority: The nebulous bureaucratic power of the state, Authority is not tangible, and is unique in that it is shared across an entire Empire. Without it a state will languish, unable to accomplish its goals. Most Authority comes from your form of government, and specific circumstances linked to that government. It is consumed to activate populations, which will be vital to improving and defending your society. Note that Authority does not accrue from year to year.

Districts: These are the grand organs of the state, and your primary concern. Through the operation of Districts your people will acquire resources, train armies, gain technology, and rule the world. They are your path to glory, and should be prioritized at all costs. Note that, with few exceptions, Districts are much better off active than passive. Passive income is shown first, and active effects second.
Harbor: 14 Labor, 12 Wealth, 8 Industry
A place where ships rest at their piers and men trade from foreign ports. +1 Wealth. +1 Trade Value. | +1 Wealth/2 Trade Value, may begin construction on a Squadron. Standard. Requires Coast or River.
Fishing Docks: 8 Labor, 4 Wealth, 2 Industry
Small boats leave these quays every morning, to return with the bounty of the salty depths. +2 Food. | +3 Food. Basic. Requires Coast or River.
Palace: Created when Colony advances to Settlement. Rebuilt for free if destroyed across five years.
The seat of your government, whatever form that might take. Free Tech Roll. +1 Wealth, +1 Industry, +2 Food, 2 Housing, +2 Authority. | +1 Authority, +2 Wealth. -2 Discontent. Advanced. Maximum one per Settlement.
Bastion: 12 Labor, 16 Wealth, 12 Industry, 20 Stone
A training ground and fortress in one, here soldiers stand at the ready to defend your empire. +1 Wealth, +2 Army Capacity [Strong Fortification] | +1 Army Capacity, may begin training an Army. Standard. Requires Siege Engines.
Barracks: 8 Labor, 4 Wealth, 6 Industry
Long lines of halls and bare spaces between them where your armies are marshalled for war. +1 Army Capacity | +1 Army Capacity, may begin training an Army. Standard.
Urban: 12 Labor, 8 Wealth, 4 Industry, 4 Timber
A warren of homes, hovels, and nicer buildings, shelter for your society. +3 Housing | +1 Wealth, +1 Housing, -2 Discontent. Basic.
Agricultural: 8 Labor, 3 Wealth
The outskirts of a city, where farms and ranches fill the bellies of the masses. +3 Food. | +3 Food. +1 Timber. +1 Trade Value. Basic. Requires non-hositle.
Plantation: 8 Labor, 8 Wealth
An area of cleverly planned mass plantings of economically valuable crops. +1 Food. +1 Wealth. | +1 Wealth. +1 Trade Value. Basic.
Forestry: 8 Labor, 6 Wealth
This region of managed trees provides a steady source of timber for your people. +1 Food. +1 Timber | +2 Timber. +1 Wealth. Basic. Requires Arboriculture and Forest.
Mining: 10 Labor, 4 Wealth, 4 Industry
An area of pits and delvings where stone and ores emerge from the earth by the sweat of sturdy workers. +1 Stone. +1 Stone in Hills. | +1 Stone. +1 Ore Resource (if present). Basic.
Colony: 10 Wealth + (20 x Number of Owned Settlements) Wealth
Not a district so much as the start of a city growing in the wilderness. Necessary to bring more land beneath an empire's rule.
Outskirts: 16 Labor, 40 Wealth, 12 Industry
An outlying district built near to a city, harvesting the resources of the land there. +2 Natural Resource. No Population necessary to operate.
Temple: 22 Labor, 20 Wealth, 14 Industry
The gods must be worshipped, or they will grow angry. +1 Wealth, +1 Culture. | +1 Authority, +2 Culture, +1 Wealth. Advanced.
University: 8 Labor, 10 Wealth, 6 Industry
Men better themselves here by instruction, if they have the wit for it. +1 Culture. | +1 Culture, +1 Tech Roll, May begin or continue educating Serviles or Plebians into Citizens over the course of five years. Advanced.
Artisan: 8 Labor, 4 Wealth
Cutters of stone, workers of wood, weavers and other workers create trade goods and things of worth here. +1 Wealth. | +2 Wealth, +1 Industry. Standard.
Forge: 6 Labor, 6 Wealth, 8 Industry
Here ores and metals are smelted and wrought into useful items of both work and war. +2 Wealth, +1 Industry. | +1 Wealth, +1 Industry, May begin fabrication of one Military Equipment. May convert 1 Metal Ore into 1 Metal or Wealth I at the cost of 1 Fuel. Standard.
Market: 10 Labor, 12 Wealth, 8 Industry
The nerve center of trade in a city, where hawkers ply their wares for all to peruse. +1 Wealth, +1 Trade Value. | +1 Culture, +1 Wealth/Trade Value, May transfer a Resource to another Settlement within Trade Range. Standard.
Theater: 20 Labor, 30 Wealth, 16 Industry
When men wish to divert themselves from mundane lives, they go to the theater for a laugh, or to cry and feel better. +1 Culture. | +2 Culture, +1 Wealth. Standard.

Constructions: These are buildings, which are erected in your settlements in order to improve their coterie of Districts. Though worth little by themselves, and nothing without their corresponding Districts, these significantly amplify your output. All can only be constructed once per Settlement unless otherwise noted.
Defenses
Stone Wall: 10 Labor, 3 Wealth, 3 Industry, 7 Stone. You know it, you love it. A sturdy wall of stone will keep out most warbands, at least for a time.
Fitted Stone Wall: 16 Labor, 10 Wealth, 7 Industry, 13 Stone. With better techniques, and thick mortar, fitted stone lasts where cracked stone fails, and defends your homes. Requires Masonry.
Grand Wall: 25 Labor, 16 Wealth, 16 Industry, 30 Stone. An impressive wall set with low towers and thick parapets. Requires Masonry and Construction.
Imperial Wall: 40 Labor, 40 Wealth, 30 Industry, 45 Stone. A formidable construction, higher than many homes and set with frowning battlements. Requires Refined Construction and Emplaced Weapons.
Watchtowers: 12 Labor, 6 Wealth, 6 Industry. An improvement on the small posts which ward outlying districts, these stone sentries guard the common folk against raiders. Requires Tel Defenses.
Brightstone Beacon: 20 Labor, 12 Wealth, 15 Industry. 8 Stone, 4 Brightstone. A dangerous arcane tower which can project a burning light to defend nearby coastlines. Effects Harbors and Fishing Ports. Requires Brightstone Channeling and Refined Construction.
Tower of Light: 30 Labor, 45 Wealth, 25 Industry, 12 Stone, 8 Brightstone. A smaller version of the Brightstone Beacon, but more intense, capable of inflicting dangerous casualties at long range (3x bowshot) to land-borne enemies. Requires Imperial Wall. Requires Brightstone Refining.

Military
Supply Stash: 10 Labor, 10 Wealth, 5 Industry. A place where weapons and provisions are laid in hoard for the use of the military in times of need. +1 Army Supported. Requires Logistics.

Housing
Houses: 14 Labor, 8 Wealth, 8 Industry, 4 Stone, 2 Timber. Well-built homes a cut above the rest, reinforced against rain and cold. -1 Discontent per year from Urban Districts when activated. +1 Housing to Urban Districts. Requires Masonry and Construction.
Dense Housing: 14 Labor, 10 Wealth, 4 Industry, 6 Stone, 5 Timber. Closely built homes which house many in relative comfort, if not luxury. +2 Housing to Urban Districts. Requires Refined Construction and Masonry.
Spire: 15 Labor, 15 Wealth, 6 Industry, 5 Stone, 2 Aetherium. An impractically tall tower, layers of dwellings built upon eachother held up by the impossible physics of refined Floatstone. +3 Housing to Urban Districts. -2 Discontent per year from Urban Districts when activated. Requires Refined Construction.

Resources
Paddy: 15 Labor, 4 Wealth. An intensive agricultural structure which relies on flooding for agriculture. +1 Food in Agriculture Districts, +1 more when activated. Requires Paddy Agriculture.
Deep Quarry: 12 Labor. Down into the earth the cranes and delvers reach for buildable stone. +1 Stone in Mining Districts when activated. Requires Construction.
Pit Mine: 10 Labor, 4 Wealth, 4 Industry. Deep burrows full of flame and steam vomit forth valuable ores. +1 Ore in Mining Districts when activated. Requires Fracture Mining.
Delving: 22 Labor, 12 Wealth, 7 Industry. Extensive shafts down into the stone bring forth yet more ore and lucre. +1 Ore in Mining Districts. +1 Stone and Ore in Mining Districts (a). Requires Shaft Mining.
Deep Mine: 28 Labor, 10 Wealth, 12 Industry. Below even the deepest delvings these mines reach, down into the night where the wealth of the earth is hidden. +1 Stone in Mining Districts. +1 Deep Ore (a). Requires Braced Mineshafts.

Naval
Drydock: 20 Labor, 12 Wealth, 10 Industry. A large quay devoted to the construction of naval squadrons at speed and with ease. May construct a Squadron at three quarters price in Harbor Districts when activated. Requires Refined Shipmaking and Construction.
Harbormouth: 25 Labor, 15 Wealth, 10 Industry. Towers at the mouth of the harbor with reinforced chains to hold back foes.

Civic
Arch: 20 Labor, 20 Wealth, 8 Industry, 10 Timber. An impressive monument made of fair thin paper of great beauty. -1 Discontent to Temple Districts when activated. Requires Papermaking.
School: 14 Labor, 30 Wealth, 6 Industry. Men must be educated in their masses if our society hopes to prosper. +1 Tech Roll to University Districts when activated. Students are educated one year faster.
Surger: 20 Labor, 30 Wealth, 12 Industry, 8 Obsidian. Sometimes ailments cannot be treated by medicine or care - to manipulate the inner matter of man is necessary to heal him. +2 Wealth to University Districts (a). +2 Population Growth. Requires Apothecary, Obsidian Comprehension.
Apothecary: 10 Labor, 30 Wealth, 8 Industry. Clever scholars and sages mix cures for ailments here, which are hopefully of use to the masses. Decreased chance of plague. +1 Population Growth. Requires Palace District and University District.
Garrison: 10 Labor, 8 Wealth, 4 Industry. A fortified redoubt where the higher people of a society exert their rule. Provides a Garrison Army at 50% Strength at no cost. +1 Authority to Palace District. Palace District may educate a Citizen into a Patrician.
Forum: 12 Labor, 6 Wealth, 12 Industry. A place where the educated gather to debate. +1 Wealth to University Districts. University Districts produce 1 Wealth per Patrician when activated. Requires Philosophy.
Stela: 15 Labor, 4 Wealth, 4 Industry. A legal statute graven on an impressive stone monument for all to see. Palace District reduces Discontent by 4 if Discontent is Open Revolt or higher every year. Requires Code of Laws.

Commercial
Aerdepot: 10 Labor, 12 Wealth, 20 Industry, 3 Timber, 3 Aetherium. Men move goods here via the immense floating barges held aloft by Aetherium, a source of wealth for all. +2 Wealth (a) to Market Districts, +2 Trade Value. Requires Aetherium Refining.
Leyline Caravansary: 15 Labor, 25 Wealth, 25 Industry, 10 Enchantment, 6 Aetherium. From land to land the leyline races, bearing the wealth of nations. +2 Remote Harvesting. +1 Trade Value, +1 Industry to Market Districts for every Leylinked Settlement. Requires existing Aerdepot, Rune of Levitation.

Economy
Apprentice Quarters: 4 Labor, 8 Wealth, 2 Industry. Clever men here process raw goods into impressive trade products. +1 Wealth to Artisan Districts and adds quality when activated may process 1 Luxury Resource into 2 Wealth or to eliminate 2 Discontent to Artisan Districts. When active +1 Trade Value.
Mill: 12 Labor, 7 Wealth, 4 Industry. Grinding grain is a key to ample food for all. Artisan Districts, when active, produce 1 Food for every Agricultural District. Requires Milling
Spinning House: 7 Labor, 10 Wealth. Cloth is worth great amounts to many people. Artisan Districts, when active, produce 1 Wealth for every Agricultural District if provided with 1 Textile class Bonus Resource. Requires Shearing, Scutching, or Cotton Mill.
Stonecutter: 8 Labor, 2 Wealth. Cutting the bones of the earth into stone for building is a valuable activity. +2 Wealth (a) to Artisan Districts if 1 Stone consumed in District.
Bloomery: 8 Labor, 4 Wealth, 7 Industry. Not all men understand iron, but those who do will profit. 2 Ore may be converted into 2 Wealth or 1 Metal each in Forge Districts, at the cost of 1 Fuel. Required to process Hematite. Requires Ironworking.
Blast Furnace: 16 Labor, 12 Wealth, 14 Industry. This great chimney of super-heated air can support entire industries. 3 Ore may be converted into Wealth III or 2 Metal each in Forge Districts for 1 Fuel. Requires High Temperature Smelting and Refined Construction.
Eternity Forge: 30 Labor, 40 Wealth, 25 Industry, 5 Enchantment, 5 Firechar. The inexhaustible flame of the Eternity Forge allows for careful refining of ores and the creation of many useful products. 4 Ore may be converted into Wealth III and 1 Industry or 2 Metal each in Forge Districts. Requires Rune of the Pyre, High Temperature Smelting, Firechar Refining.
Charcoal Pit: 6 Labor, 2 Wealth. Timber is a fine fuel - but it can be made better with time and careful process. 1 Timber may be converted into 3 Charcoal (Fuel Quality 1) at Artisan Districts. Requires Charcoalmaking.
Workshop: 14 Labor, 12 Wealth, 12 Industry. With simple machines and an understanding of metal unmatched by many, clever shapes may be wrought in wood or stone or iron. Artisan Districts may convert 2 Wealth into 5 Industry. Requires Refined Smithing and Carpentry.

Culture
Arena: 30 Labor, 50 Wealth, 15 Industry. Battles, not necessarily to the death, keep soldiers sharp and people happy. +1 Starting Experience for Armies. +1 Wealth, +1 Culture, and -2 Discontent (a) for Theater Districts. Requires Arena Games.
Tavern: 10 Labor, 12 Wealth, 5 Industry. Men slake their thirsts after a hard day of labor here, and spin yarns to their fellows. -2 Food, +1 Culture, +1 Wealth, -1 Discontent (a) for Urban Districts. Requires Brewing.

Religion
Cult Temple: 35 Labor, 20 Wealth, 10 Industry, 15 Stone. Grand are the gods we worship, so grand too must be their places of worship. +1 Culture from Temple Districts. +1 Authority, -1 Discontent (a) from Temple Districts. Requires Organized Religion.

Infrastructure
Road Network: 15 Labor, 8 Wealth, 4 Industry, 8 Stone. Paved roads are an improvement on simple beaten paths. +2 Trade Value, +2 Remote Harvesting.
Highroad: 50 Labor, 15 Wealth, 30 Industry, 20 Stone. Wide and well-engineered, highroads carry the commerce of nations. +1 Trade Value per Urban District. +1 Remote Harvesting. +1 Remote Harvesting Range. Requires Highway Networks.
Granary: 20 Labor, 10 Wealth, 10 Industry, 10 Stone. Food storage safeguards the future. +2 Food. +1 Remote Harvesting.
Central Granary: 30 Labor, 15 Wealth, 8 Industry, 16 Stone. Mass storages of foodstuffs safeguard a population against hard times and siege. +1 Food (p) from Agricultural Districts. +1 Population Growth. Requires Central Granaries.
Shaduf: 8 Labor, 8 Wealth, 14 Industry. Irrigation is even more important when it can be moved far from rivers. +2 Food in activated Agricultural Districts. Requires Simple Machines.
Aqueducts: 15 Labor, 9 Wealth, 9 Industry, 10 Stone. Public health is aided by a ready source of clean water. +1 Population Growth. Requires Mathematics.
Simple Sewers: 20 Labor, 6 Wealth, 6 Industry. Public health is even more aided by not living in filth. +2 Population Growth. Requires Sewers, Urbanization.
Treadwheel Crane: 30 Labor, 45 Wealth, 15 Industry, 15 Timber. Maximizing the labor of our masses is important in a burgeoning city. +1 Labor from activated Districts. Requires Refined Construction, Simple Machines.


The State


Any country, 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 Discontent, 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. Authority is also primarily gained via your form of Government, which is pertinent to every part of your civilization. Note that higher Tier governments also gain the lower Tier benefits of their predecessors.

Tribal Despotism: The default state of an empire. Every Settlement gains one Authority per year. Your Capitol gains two additional Authority per year.
Tribal Confederation: A superior form of tribal government, when many chiefs come together to decide the course for a growing people. Every Settlement gains one Authority per year, plus one if it has an Army. Colonies are half price to construct and grow at the same speed regardless of distance. Settlements generate one Discontent per year per Population over ten thousand.
Tribal Consensus: A distributed system where all men have some input, but decisions can be delayed and muddled by many voices. The Empire gains one Authority per five Populations, but Settlements produce one Discontent from every Population over ten thousands.
Epic Tyranny: An ancient system whereby hopefully noble heroes compete for rulership via duels and the acclaim of the gods. Rare is the ruler who maintains their throne beyond the prime of their lives. 1 Authority gained per Settlement and per Army. Armies conducting the Train action gain an additional Authority and Culture. Palace Districts contribute one to the base Army Cap, and Armies cost two less Industry to recruit.
Republic: A system of representative government which gives power to the people, at the expense of centralization. Every Settlement gains two Authority per year. Outskirts grant one Authority per year.
Merchant Republic: A republic focused on the wealth of men over individual rights. Market Districts grant +1 Trade Range to their Settlement, and have +1 Trade Capacity when activated. May construct Trade Posts [10 Labor, 6 Wealth, 4 Industry] which harvest 1 Resource within their Region, and may be built within 5 Regions of an existing Settlement. Trade Posts are only limited by the population of a settlement. Requires Republic.
Enlightened Republic: A republic focused on the communal good over individual flourishing. Every three Housed Population give -1 Discontent, but cost 1 Wealth. Negative Discontent is converted into temporary Culture. Requires Republic.
Bacchanal Republic: A state nominally ruled by the consent of the masses, but dedicated to the luxury and excess of the elites which control the system. Once per year, a Patrician may be upgraded to a Hedonist. Hedonists may only utilize Advanced Districts, but produce +1 Culture and +1 Discontent when doing so. Settlements with at least one Hedonist gain +1 Tech Roll, but also produce 2 Discontent. Requires Merchant Republic.
Theocracy: Faith can be the foundation of a system of government built on divine revelations to the religious classes. Every Settlement gains one Authority per year. Temple Districts when activated produce one Authority and eliminate two Discontent. Soldiers gain one morale rank for free.
Celestial Monarchy: A divine monarchy based in ancestral traditions and the idea of a Mandate of Heaven. -1 Discontent in every Settlement every year. Every Settlement gains one Authority per year. Settlements with no Discontent gain two additional Authority per year, but Discontent maluses are one rank more severe.
Celestial Empire: Requires previous Celestial Monarchy. An Emperor chosen of the gods leads the people, empowered with their faith due to the Mandate of Heaven. Walled Settlements gain two more Culture per year.
Magocracy: Mages and men of learning are prioritized in this society, ruling over the unmagical classes. Patricians or Citizens activated for enchanting produce one Labor in addition to normal benefits. Plebians and Serviles produce one Discontent per year. Settlements gain one Authority per year, two if Enchanting takes place within their confines.
Stratified Magocracy: An entrenched system of magical hegemony, where the mundane suffer for the good of their betters. Patricians produce one more Enchantment and Labor, and reduce Discontent by two when enchanting. Citizens produce one Discontent per year.
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 activated Patricians produce one Industry and Authority. Settlements that do not produce Wealth via active income gain two Discontent every year. Settlements gain one Authority per year, but produce two Discontent every year. Wonders produce one Authority.
Hegemony: Requires previous Oligarchy. Great Houses rule the land, coordinating her activities and owing fealty to a Landsraad and the Emperor. Activated Patricians produce one more Authority. Plebeians produce one Discontent per year. Settlements gain one more Authority per year.
Imperium: Requires previous Hegemony. A monolithic bureaucracy of labyrinthine allegiances to both Emperor and the Great Houses, ruling lands far and wide. Palaces produce one Labor and one more Authority. Patricians passively produce one Authority.
Stratocracy: Where men are wolves, soldiers rule the land. Soldiers unassigned to other duties may be activated to produce Labor. An increased focus on reaving and supremacy gifts the warriors of a Stratocracy a good chance to avoid enemy patrols. Settlements produce one Authority every year, but one more if they have a garrison. Settlements without a garrison, on the other hand, gain four Discontent every year.
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 Noble Estates. Monarchies gain five Authority per year in the capitol.
Noble Estate: Labor V, Wealth IV, Industry III. +1 Wealth, +1 Culture. | +1 Wealth, +2 Authority. Maximum one per Palace District.

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.
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 five additional wonders your empire possesses.
Wanderlust: A careful coordination of the adventurous and desperate in society can yield bodies for the needs of the state. A free Militia Army 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.
Patronage: Wealthy men sponsor those from their houses to advance socially. One (two) (three) Population may be educated without an activated University in Settlements (2) (one year faster). A Population being educated produces one Labor. Requires Oligarchy.
Artificer Patronage: The state and Great Houses employ in-house alchemists and artisans to unravel the mysteries of the world in febrile competition. University Districts may have their output increased by one Tech Roll per turn in exchange for 10 Labor and 10 Wealth. Requires Patronage, Imperium.
Brutal Subjugation: The destruction and coercion of the barbaric is necessary for an empire to flourish, her hierarchy unassailable. The destruction of neutral Settlements yields 50% more slaves and treasure. Requires Imperium.
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 (two) activated Citizens produce one 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. Districts which produce a Resource produce one (two) more. Requires Oligarchy.
Artificer Guilds: Cohesive support networks and systems of apprenticeship free artisans to pursue innovation instead of mere financial gain. Citizens in a settlement with both a Forge and Artisan District produce an (two) Industry when activated. Requires Guild Trades, Hegemony.
Houses Major and Minor: The competition between leading families for glory and honor before the Emperor motivates all men to strive for better in life, as any man may rise. A Citizen being educated may instead be promoted to a Patrician in Settlements once every ten years. Requires Hegemony.
Forge-Fathers: Hierarchical structures value creation and industry, setting aside other pursuits to seek these outcomes. Forge and Artisan Districts produce 1 Culture and require half Authority to activate. Temple Districts produce one less Culture. Requires Hegemony.
Imperial Ambition: The wilds have many resources which could serve our great and expanding state, human and otherwise. Colonies develop twice as quick, and may capture a Servile every five years at the cost of three Development. Requires Hegemony.
Debt Serfdom: Crime must be paid for in sweat, for a time. Serviles may be designated as Debt Serfs. Debt serves produce no Discontent and two more Labor and Industry, but are promoted to Plebeians after five years of activation. Requires Imperium.
Monumental Grandeur: The apex of Imperium is awe-inspiring architecture which proclaims our superiority to the world. Wonders produce 1 more Authority. +1 Wonder Cap from Bastion Districts. Requires Imperium.
Merchant Guilds: Coin and influence moves the world, and enterprising merchants peddle both. +1 Trade Value from Market Districts. Requires Imperium, Guild Trades.
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. Plebeians 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. Requires Theocracy.
Citizen-Scholars: As society grows more content, time is set aside for the leisure of the gentleman and lady to pursue intellectual merit. Settlements generate one Tech Roll per year once Culture is Ecstatic or higher. This Tech Roll consumes 2 Culture and generates 2 Discontent. Requires Republic.
Civic Integration: Even unskilled men should be included in the sinews of the state. Citizens may produce an Authority if employed in Urban, Artisan, or Market Districts and funded with 3 Wealth. Requires Republic.
Republican Tolerance: A multiplicity of views can be wise, where all men speak their mind. Culture Pressure against the Republic reduced by one Tier, but Districts produce one less Culture if they produce a Culture. 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 year, an empire may covert a Plebian 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 Merchant 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 Enlightened Republic.
Public Education: An educated state requires educated voters, or it will fall into ruin. During Population Growth one Plebeian may be promoted to a Citizen for every University District in a Settlement. University Districts may produce no Culture, focusing instead on teaching the masses.
Innovative Magi: For every eight Enchantment consumed, one Tech Roll is generated towards a random enchantment. Requires Magocracy
Apollonian Idealism: Patricians reduce Discontent by one every year. One Tech Roll is generated per Settlement every year. Requires Stratified Magocracy.
Divine Contract: Men and Heaven are not separate - in the body of a ruler, the favor the Divine may be sought. A bonus to Culture and Authority may be gained depending on the strength of the Divinity of a state. Requires Celestial Monarchy.
Divine Leadership: In times of danger, great men stand forward to defend the sacrosanct. Once per era, if an army is completely destroyed in battle, an army of volunteers is raised to defend the Celestial Empire for free composing one in every ten population in the empire, led by an AI-controlled Great General. Requires Celestial Empire.
Imperial Examination: Allows the promotion of one Plebian to a Bureaucrat in the Capitol once every five years. Bureaucrats are Patricians who generate a bonus 1 Authority and eliminate 1 Discontent when activated. Requires Celestial Monarchy
Powers of the Myriads: +1 Population Growth in all Settlements. Unhoused Populations produce 2 more Discontent. Requires Celestial Monarchy.
All Under Heaven: Sometimes, superior numbers, culture, and largesse are enough to convince people of harmonious character that their destiny is better wedded to those of their betters. Allows the peaceful assimilation of NPC cities or non-capitol cities. Assimilation requires a continuous gifting of at least a quarter of that city's income from the assimilating state per two years, and a larger aggregate populace. This process takes 15 (12) years, but may be sped up if the assimilating state opens their Archives to the other civilization to only 10 (8) turns. Positive relations are required for this process to be successful. Requires Celestial Monarchy.
Stalwart Defense: +1 Culture (a) from Garrisons and Bastion Districts. Garrisons cost 50% more to construct. Requires Celestial Empire.
Glory of Nations: Barbarians of the wilderness, overawed by our might, pledge fealty to the Celestial Throne. If an empire has more military strength than all her neighboring encampments, she may peaceably assimilate one of those encampments every fifteen years. Requires Celestial Empire.
Philosopher Kings: +1 Tech Roll per year from Noble Estates. Requires Monarchy
Battle Fervor: Once every five years may elect to boost the Morale of an army by two ranks. Requires Theocracy.


Foreign Affairs


Diplomacy
By and large, diplomacy is the affair of the kings and rulers of other empires. Trust them as far as you trust their word, or as little. At the end of the day, nothing will compel allies to march to your defense, or enemies to respect peace, save their own hearts and minds.

Warfare
The second language of diplomacy is force. Force in the era of Imperium and Empire is wielded by Armies - impressive forces thousands strong who march beneath the banner of an empire, defending her lands or making her enemies kneel. Numbers along can win many battles, but equipment, training, and specialized abilities can turn the tide of a battle, or even a war. Armies may be recruited at any relevant District for a cost of five Wealth and five Industry, as well as a Population of any type. They must be housed and fed like any Population.
Copper Armor: Wealth II, Industry I, Copper: +15% Defense
Copper Weapons: Wealth II, Industry I, Copper: +20% Attack
Iron Armor: Wealth III, Industry II, Smithing, Iron: +40% Defense
Iron Weapons: Wealth IV, Industry I, Smithing, Iron: +40% Attack
Shade Armor: Wealth V, Industry II, 2 Nightmetal, Arcane Smithing, Nightmetal Comprehension: +40% Defense, +50% Defense against Ranged at Night
Bronze Armor: Wealth III, Industry I, Smithing, Alloys, Tin and Copper: +45% Defense
Bronze Weapons: Wealth IV, Industry II, Smithing, Alloys, 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
Steel Armor: Wealth III, Industry IV, Smithing, 2 Steel: +65% Defense, +10% Toughness
Steel Weapons: Wealth II, Industry IV, Smithing, 2 Steel: +70% 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
Arbalest: Wealth VIII, Industry VI, 1 Steel, 1 Timber, Steel Mechanisms: +150% Ranged Attack, 40% Armor Piercing, +1 Range

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
Reinforced Siege Tower: Wealth XV, Industry V, 10 Timber, 2 Cloth, Heavy Siege Engines - Provides direct access to a wall up to Imperial and cover for 500 Soldiers. 50% Resistance to Siege Engines.
Catapults: Wealth V, Industry VI, 10 Timber, Siege Tactics, Carpentry, Mathematics - Capable of damaging walls over time - Built in units of 2
Trebuchet: Wealth X, Industry X, 10 Timber, 2 Metal, Heavy Siege Engines - Triple damage to fortifications versus Catapult Battery
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

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

Naval Squadrons:
Skiff: Wealth II, Industry IV, 4 Timber, 4 Years, Clinker Shipmaking [1000]: 100 Hull. +25% Speed, +50% Stealth
Galley: Wealth II, Industry II, Fishing Docks, 2 Timber, 4 Years: [2000] 100 Hull.
Bireme: Wealth III, Industry IV, Shipwright, 5 Timber, Shipmaking, 4 Years: 150 Hull, +50% Ramming [3000]
Trireme: Wealth VI, Industry VI, Shipwright, 10 Timber, Refined Shipmaking, 8 Years: 250 Hull, +50% Ramming [3000]
Quadrireme: Wealth X, Industry VII, Drydock, 15 Timber, Reinforced Hulls, 10 Years: 400 Hull, +100% Ramming [5000]
Aership: Wealth XX, Industry XI, 10 Silverwood, 8 Aetherium, Reinforced Hulls, Repulsive Alignment, 10 Years: 400 Hull, +300% Range, Low-Flying [5000]

Sky-Citadel: Wealth L, Industry XL, 20 Starmetal, 30 Aetherium, 20 Years. 5000 Hull Strength. High-Flying [20000], carries up to 8 Batteries.

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

Trade
The world is vast, and no matter how large your empire may span, there will always be resources of value which do not fall within your borders. Markets can trade for these goods, and certain Strategic or Luxury Natural Resources can be the key to success or failure. Note that trade between empires is a matter of a meeting of minds - it does not happen autonomously. You would oftentimes be wise to trade for Luxury or Bonus Natural Resources to improve your own economy. One of the easiest ways to pay for these goods is to send Trade Value to a partner, as Trade Value is the only resource which does not require capacity to transfer, and your trade partner can then use their own Districts to gain a profit from this Trade Value. Keep in mind that this transfer is strictly voluntary, zero-sum, and applies to a single Settlement, not an Empire - an entire Empire cannot send her trade value, internally or externally, to a single Settlement, nor a Settlement send her trade value to multiple other Settlements.

Colonization
Colonization rests in Exploration, which may be started by any Settlement which possesses a Palace District at a cost of 1 Authority and 10 Wealth once per year. Results will be available within the year. Once a viable region has Explored, brave frontiersmen may be sent to the fringes of an empire to construct a Outskirts District there, which will be converted into a Palace District once the region is fully colonized. Colonization costs 10 + (20 x the amount of Settlements an Empire controls) Wealth and takes by default ten years, though the pace is slowed for every region away from the sending settlement the new Outskirts are located. A region adjacent will take ten years, one a region distant twenty years, two regions away thirty years, and so on. Colonization development times are not increased by sea regions of distance if the nearest city possesses a Harbor District.

Espionage
Once your civilization has mastered the Espionage technology, you may take covert actions against your enemies, or even allies who are becoming too powerful. These actions are hidden by their nature, and should be telegrammed privately to the OP for resolution. They may cost Authority, Culture, Wealth, and could take any number of years. Beware those who send agents against you!

Technology

Technology, the sophisticated ideas of men and women and their implementations, are what separates your glorious empire from the savage tribes beyond her borders. Through technology your people forge bronze, raise high walls, explore the arts, map the stars, bring forth the harvest, and more besides. Her acquisition is difficult, but almost always worthwhile, and a technological advantage over rivals can be decisive indeed. Technology can always be studied from neighboring empires, converting ten Tech Rolls into one Technology, but this rate is doubled if an Empire closes their Archives.
Agents (Intelligence): Spy Networks both foreign and domestic cost one Wealth per year to support, drawn from the capitol. Infiltration rises half as fast again, and Tier II Operations may be undertaken. Requires Cohesive Networks.
Agriculture (Intensive): Simple Sewers add +1 Food (p) to local Agricultural Districts
Architecture (Monumental): Wonders may be upgraded for their same cost again, or receive two minor upgrades for the same cost. Requires Refined Construction.
Breeding (Selective): Ten years after researching Selective Breeding, all mounts gain +10% attack and +10 charge. Requires Saddle.
Brewing: Allows the construction of the Tavern.
Chimneys (Stacked): Allows the construction of two more Forge Districts in all Settlements even if all Lands are full. Requires High Temperature Smelting and Urbanization.
Clearance (Land): Up to five additional Flatlands-type Lands may be made available in a Settlement, at a cost of 10 Labor and 5 Industry per Land. Requires Labor Coordination, Refined Construction.
Construction (Refined): Allows the construction of Wonders outside of the capitol (limit one per Settlement).
Coordination (Labor): Populations in active Districts may add one Labor to a Construction which would effect that type of District.
Coordination (Military): Allows Night Attacks, and gives Armies a 10% bonus Ambush chance. Requires Military Professionalism or Stratocracy.
Corps (Diplomatic): Negotiations with Outlanders have a higher base success chance and accrue progress. Requires Outlander Emissaries, Tier III Government.
Defenses (Colonial): Outskirts and Colonies are counted as possessing a Garrison and Simple Stone Wall. Requires Tel Defenses.
Defenses (Tel): Unlocks the Watchtower. Reduces Labor Cost of Defense Constructions by 2. Defense Constructions may be directly upgraded into eachother. Requires Governance, Refined Construction.
Emissaries (Outlander): Better negotiation chances with neutral factions. Neutral faction settlements revealed within one region of existing settlements. Requires Early Empire.
Empire (Early): +1 Wealth from Palace Districts (a). -1 Conquest Penalty in all Settlements per year. 1 Civic Point.
Encryption: Base time required to study Technologies from an empire with Encryption doubled.
Logistics: Unlocks Supply Stash Construction. Requires Military Professionalism, Military Coordination.
Governance: Unlocks Garrison. 1 Civic Point.
Granaries (Central): Necessary for the Central Granary. Requires the Living State, Refined Construction.
Hegemony (Diplomatic): Non-Empire settlements which are not hostile and have a positive relationship with an empire may be offered vassalage. Vassalage, if accepted, gives the Empire a tribute every turn of five Trade Value to their capitol, and may be progressed to integration after twenty turns. Failure to defend or maintain a positive relationship with a vassal may result in termination of the arrangement. Requires Early Empire.
Herding (Companion): +1 Wealth from Agricultural Districts (a). Requires Wolf Domestication.
Hoardings: Walls above the Fitted Stone Wall gain an additional 25% Defense Bonus against ranged attacks. Requires Siege Engines.
Hulls (Reinforced): Unlocks Quadrireme fabrication. Requires Refined Shipbuilding.
Idealism (Imperial): +1 Civic Point. Unlocks Tier III Governments, which requires 6 adopted Civics. Requires Urbanization, Military Professionalism, and Early Empire.
Industry (Alchemical): +1 Output from Districts which process Arcane Materials. Requires Scientific Method, Scholasticism.
Machinery (Complex): Unlocks Crossbows. +2 flat Labor bonus from Treadwheel Cranes. Requires Simple Machinery and Labor Coordination.
Machinery (Light): Allows Squadrons (including Aerships) to mount Ballistae and Catapults if the Siege Equipment is built for them. +2 flat Labor bonus from Treadwheel Cranes. Requires Complex Machinery and High Temperature Smelting.
Mechanisms (Steel): Allows Arbalests. Requires Light Machinery and Trace Steelmaking or Corundum Comprehension.
Method (Scientific): Failed Tech Rolls are recycled at a rate of one in five. Requires Paper.
Mineshafts (Braced): Unlocks the Deep Mine. Marginally enhances Prospecting results. Requires Shaft Mining and Prospecting.
Netting (Offshore): Adds +1 Food and +1 Maritime Resource (a) to Fishing Docks.
Networks (Cohesive): Spy Networks advance in rank more quickly, and gain expertise from successful operations or counterespionage.
Networks (Highway): Unlocks the Highroad Construction. +1 Trade Value in every Settlement. Requires Trade Networks, Logistics.
Networks (Trade): Market Districts can move one more Resource domestically, and generate 1 more Trade Value. Settlements may harvest one Resource from adjacent Regions per year at no cost.
Paper: One bonus Tech Roll is added every year when copying technology from an Empire with closed Archives.
Patrols: Armies executing the Patrol action have their efficacy doubled. Requires Military Professionalism.
Processing (Outskirts): Outskirts produce +1 Resource. Resources which can be processed are.
Professionalism (Military): Allows Armies to be upgraded at the cost of 5 Train actions. Damaged Armies may be replenished at a rate of up to 250 Soldiers per year in an owned settlement, but lose one Rank per replenish action.
Prospecting: Settlements with at least one Mining District may prospect for additional mineral resources once per year at the cost of 10 Wealth and 2 Authority.
Privilege (Feudal): Allows the recruiting of one Army per Settlement per generation at no population cost but 3x other prices. Requires Retinues, Civil Service.
Refining (Aetherium): Allows the construction of the Aerdepot. +2 Wealth (p) from Market Districts. Requires Floatstone Refining.
Religion (Organized): Allows the construction of the Cult Temple. +1 Wealth (a) from Temple Districts.
Retinues: 1 Army may be trained per Generation at no Population cost in the Capitol. Requires Governance, Logistics.
Rites (Universal): +1 Culture (a) from Temple Districts. Populations influenced by your Culture will convert to your Religion at a rate of one Population per year per empire. Requires Organized Religion.
Saddle: Armies with mounts have their charge malus replaced by a 50% charge bonus on open terrain.
Scholasticism: University Districts may convert Training into Promotions at the standard rate when otherwise not occupied Training, up to one stored Promotion per Settlement. Requires Paper, Standardized Texts.
Scutching: +1 Flax production (a) from Plantation Districts. Requires Flax Domestication.
Seed-Drill: Aqueducts grant +1 Population Growth additionally, and give +1 Food (a) to Agricultural Districts.
Sericulture: Forestry Districts may replace their (p) Timber output with the Luxury Resource Silk. Only one Forestry District may chose this option every two years. Requires Silk Comprehension.
Service (Civil): Settlements with Patricans may recruit Armies at inactive Barracks Districts as if they were active. Requires Military Coordination.
Shearing: Agricultural Districts add +1 Wool (a) to their resource output.
Siege Engines (Heavy): Allows the fabrication of the Reinforced Siege Tower and the Trebuchet. Requires Siege Engines, Refined Smithing, Light Machinery.
Smithing (Arcane): Allows the manipulation of eldritch metal-bearing minerals. Requires Refined Smithing.
Smithing (Refined): Decreases the Wealth cost of Military Equipment that requires Metal by one.
State (The Living): 1 Civic Point. Unlocks Tier II Governments.
Steelmaking (Trace): Charcoal may be substituted for Corundum in the forging of steel. Requires High Temperature Smelting.
Stirrups: Armies with mounts gain an additional 50% charge bonus and may conduct mounted archery. Requires Saddle.
Tailoring: +1 Wealth (a) from Spinning House. Requires Shearing.
Texts (Standardized): One additional Plebian or Servile may be educated into a Citizen every five years in all Settlements.
Threshing: Increases Mill bonus by +1. Requires Cereal (any) Comprehension.
Trapping (Creature): Allows the harvesting of Animal Resources from regions which aren't occupied, or from Animal Resources which aren't Domesticated.
Trapping (Dangerous Creature): Extends trapping to animals which are predators and otherwise hazardous; enables the Domestication of this type of creature. Requires Creature Trapping.
Trapping (Exotic): Extends trapping to animals with mystical qualities; enables Domestication of the same. Requires Dangerous Creature Trapping.
Urbanization: The maximum amount of Districts in a Settlement is increased by 5, but these Districts must be Urban.
Wheel (Spoked): Market Districts generate 1 more Trade Value (a). Settlements may harvest one more resource from an adjacent region per year.


Natural Resources

All Natural Resources must be independently researched to be useful in their own right, but can gift great boons to your civilization in either trade or raw power. Note that many Bonus Resources can be classified as Domestic Crops, and give a flat bonus to settlements of a civilization once domesticated. Activation bonuses for Natural Resources rely on comprehension of that Resource.
Alpacas: +1 Wealth in Agricultural Districts (a)
Citrine: +1 Wealth (a) to Mining Districts where extractable. Citrine may be processed at Apprentice Quarters at a rate 1 Wealth higher than normal.
Cotton/Wool/Flax: Textiles. Usable in Spinning House.
Direwolves: +1 Wealth Bonus (p) to Companion Herding. +100% Damage to War-Dogs.
Firechar: Districts or Constructions which require Fuel may instead consume Firechar to operate. If they consume 3x the normal Fuel cost of their operation, they will not need further Fuel.
-Firechar Refining: Allows construction of the Eternity Forge. Requires High Temperature Smelting, Firechar Comprehension, Rune of the Pyre.
Fireclay: +1 Wealth Bonus from Artisan Districts (a). Fireclay may be processed at Apprentice Quarters as if it were a Luxury Resource.
Galena: +1 Silver from every 2 Mining Districts (a). Simple Sewers constructed with 5 Lead are half cost in other Resources.
Granite: +1 Stone in Artisan Districts (a). Defenses constructed with 5 Granite are 25% Stronger.
Great Wolves: Function as Mounts with +100% Charge Bonus and individual strong melee attacks, but tire quickly. Requires Dangerous Animal Trapping.
Marble: +1 Culture in Mining Districts (a). Palace Districts may be upgraded with 10 Marble to Opulent Palaces, generating an additional Culture and Authority.
Quartz: +1 Wealth in Mining District (p). Quartz may be processed at Apprentice Quarters as if it were a Luxury Resource.
Redwoods: +1 Timber, +1 Wealth from Forestry Districts (a)
Tanzanite: +1 Wealth, +1 Tech Roll from Mining Districts (a)

Amethyst: +1 Population Growth, +4 Wealth upon consumption. Only one may be consumed per Settlement per generation.
Diamonds: -5 Discontent upon consumption.
Emeralds: +1 Tech Roll, +1 Authority from University Districts for 5 Years upon consumption. Consumption requires 2 Emeralds per University District in settlement.
Geodes: +2 Random (Gem) Resource, +2 Wealth upon consumption.
Gold: +2 Wealth from Market Districts (a) for five years. -3 Discontent upon consumption.
Jade: +1 Authority from Palace Districts (a) for five years. +1 Tech Roll upon consumption.
Pearl: +3 Trade Value in Harbor Districts (a) for five years. -2 Discontent upon consumption.
Ruby: Upon consumption - 20% of Casualties are Wounded instead Slain in military engagement in regions with mapped powerpoints this year. +1 Population Growth in a Settlement with a Ruby Deposit
Shimmerstone: +1 Enchantment from activated Patricians for five years. +2 Enchantment upon consumption.
Silk: +1 Culture from activated Patricians for five years. -1 Discontent per Patrician upon consumption.
Silver: +1 Wealth from Market Districts (a) for five years. +1 Culture per Temple District upon consumption.

Brightstone: +1 Mineral Output from Mining Districts (a)
Brightstone Refining: Unlocks Tower of Light, requires Brightstone Comprehension, Brightstone Channeling.
Camels: Mount, -1 Morale to Enemy Armies with Mounts
Cinnabar: Allows the addition of the Fiery Modifier to armor and weapons [Fiery: +10% Armor-Piercing and Flaming Attacks, or +10% Armor]
Citrine: 1 Citrine may be substituted for 1 Enchantment in the School of Sol
Corundum: Component of Steel. Steel is created at a Blast Furnace from 3 Iron Ore and 1 Corundum Ore, or 3 Iron Metal and 1 Corundum Metal.
Dun Fliers: -2 Discontent in every non-capitol settlement every turn. Watchtowers provide an additional 25% chance of detecting raids.
Floatstone: +2 Trade Value from Market Districts (p), +1 Remote Resource Harvesting. +1 Floatstone Harvested by Quarries and Deep Quarries with Floatstone Quarrying.
Hematite: Can be used for Iron (Metal) fabrication with the use of a Bloomery.
Horses: Mount
King's Ore: Allows the addition of the Regal Modifier to Armor [Regal: +10% Armor, -50% First Round Casualties]
Lightning Stone: Natural Teslanite. May be substituted for Teslanite in recipes.
Malachite: Required for the creation of Copper from Malachite.
Medicinal Herbs: -50% Chance of Plague (event).
Meteoric Iron: Can be used for Iron (Metal) fabrication without the use of a Bloomery.
Mirovere: A refined form of Sundrop Flowers, requiring both Sundrop Distillation and Brewing. Created at a rate of one unit per Settlement per year if that Settlement has a Tavern and local Sundrop Flowers. If 5 Mirovere are provided to an Army upon its creation, that Army permanently operates with a bonus Morale Level.
Nightmetal: Required for Shade Armor
Obsidian: Unlocks the Surgery. 10% Base Casualty recovered rate.
Skystone: Allows the creation of Singing Bows.
-Skystone Munitions: When added 2 Skystone is added as a fabrication cost to Ballistae or Catapults, their Splash Damage and Strength is amplified by 200%. Requires Skystone Comprehension, Rune of Activation, Runic Linguistics.
Silverleaf Oaks: May be substituted for Timber in Naval Squadrons, granting them +100% Hull Strength.
Starmetal: Required for Mithril Armor and Weapons
-Starmetal Armoring: Mithril Armor gains +10% Defense and +5% Toughness. Requires Alchemical Industry, High Temperature Smelting.
Sundrop: Consumed by Armies (1 x Experience), gifts +3 Campaign Range and a bonus Morale Level for a year.
Unicorns: Mount, +25% Charge Bonus
White Death: 4 White Death may be added as a fabrication cost to any Weapons. If it is added, an enemy army engaged by an army bearing these weapons will suffer an additional 20% casualties after a combat is concluded.
Wyrdstone: Allows access to Unmaking
Last edited by G-Tech Corporation on Thu Jun 02, 2022 7:00 am, edited 102 times in total.
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Sep 20, 2021 5:00 am

Arcana and Magic: Arcane Might


Arcane forces are difficult to define, but categorically refer to 'non-standard' - that is, not related to the fundamental forces - sources of strength for a society. They are commonly exerted via the efforts of your educated Populations, be they Citizens or Patricians. Some societies may have no sources of magic, some many. Enchantment, for the purposes of this guide, refers to a quantity produced by activated Populations capable of using magic. Populations that have been activated may choose to Enchant instead of taking a regular action - Patricians, however, may both Enchant and take a regular action.

Source refers to the part of the physical world or energy locus from which a School of Arcana derives her power. Exertion is how that magic is controlled and implemented by mages. The Channel is more nebulous, but generally refers to what type of impact a School of Arcana has on the physical world. It is not impossible for Schools to effect Channels outside of their base, but these Arcana are typically significantly less powerful than they would be otherwise.

The School of Runecrafting

Source: Material Toughness
Exertion: Engraving
Channel: Integrity

Prismatic Intelligence: 5 Gemstones, 10 Stone, and 10 Enchantment may be added to an Iron Golem to reduce their Enchantment upkeep by 1 and allow them to operate as Patricians. Requires Runic Amplification Theory, Geomantic Runes.
Rune of Activation: Cast on Ranged Weapons, imbues their projectiles with an explosive effect gifting +100% damage. | 2 Skystone, 4 Stone, 4 Enchantment
Rune of Preservation: Cast upon a Granary, doubles effect | 6 Stone, 2 Enchantment
Rune of Fire: Cast upon a Forge District, +1 Ore Smelted Capacity to base Forge District output | 10 Stone, 4 Enchantment
Rune of the Pyre: Allows Forge-Pyre (Construction) | Requires Rune of Fire, Rune Linkages.
[Forge-Pyre | 12 Labor, 20 Stone, 10 Wealth, 10 Industry | 2 Fuel may be converted to 4 Industry at Forge Districts. -1 Industry Cost for Military Equipment]
Rune of Health: Allows Runic Obelisk of Health (Construction)
[Runic Obelisk of Health | 10 Labor, 15 Stone, 12 Wealth, 2 Enchantment | +1 Population Growth.]
Rune of Hearth: Cast upon Urban Districts, provides +1 Housing per Construction in District | 12 Stone, 6 Enchantment
Rune of Growth: Cast upon an Agricultural District. Provides +2 Food (p). | 5 Stone, 2 Enchantment
Rune of Levitation: Tier III Rune. Unlocks Leyline Caravan Construction.
Rune of Siphoning: Simple Rune. Cast on a Defense, adds 50% chance to negate a random enchantment borne by a foreign army assaulting that Defense during a battle. 12 Stone, 3 Enchantment.
Rune of Warding: Complex Rune. Cast on Army, decreases casualties by 50% in the first round of melee combat. 10 Stone, 4 Enchantment
Rune of the Wild: Complex Rune. Cast upon Region, allows the transplanting of Tree-class Natural Resources. Cast upon Forestry District, +1 Food, +1 Forest Resource. | 12 Stone, 2 Fuel, 4 Enchantment
Rune of Secrecy: City-States without the Rune of Secrecy must spend 5 more base Tech Rolls to copy Advancements if Archives are closed

Intensified Flames: The Forge-Pyre may be augmented with 10 Firechar to provide +1 Industry (a) per Forge District every year. Requires Rune of the Pyre.
Rune Linkages: Allows Complex Runes, Tier II Runecasting
Runic Amplification Theory: Allows Advanced Runes, Tier III Runecasting - Alternate Sources available
Runic Linguistics: Allows Master Runes, Tier IV Runecasting - -25% Runic Enchantment Cost - Alternate Channels available. Requires Runic Amplification Theory, two Advanced Runes researched
Runic Routines: Citizens generate 1 Runic Enchantment when activated. Requires Runic Linguistics, Runeforging
Copper Runecasting: Substitute Copper for Stone in Runes at a 1:3 Ratio, rounded up
Iron Runecasting: Substitute Iron for Stone in Runes at a 1:5 Ratio, rounded up
Rune Channeling: Amplify Rune Effect by 50% for x2 Enchantment Cost
Geomantic Runes: Runic Enchantment may be substituted for Geomantic Enchantment
Runes of Slaughter: Runic Enchantment may be substituted for Blood Ritual Enchantment
Runeforging: Industry may be substituted for Runic Enchantment

The School of Electromancy

Source: Environmental Electricity
Exertion: Ritual
Channel: Electricity Access

Tesla Forging: Allows creation of Teslanite Weapons (Wealth III, Industry I, Teslanite) - Iron equivalent
Lightning Loop: Utilizing an Enhanced Electromantic Forge to cast Electromantic Attunement only consumes 2 Charge.
Teslanite Biomechanisms: Allows the enhancement of Armies with Teslanite Biomechanisms (Wealth VI, Industry III, 2 Charge, 4 Enchantment, 2 Teslanite). These enhancements give such Armies a 20% Attack Bonus when wielding Teslanite Weapons or Coilbows.

Area Electromancy: Allows the construction of the Pillar of the Sky (Construction). Requires Charge Intensification.
[Pillar of the Sky | 10 Labor, 6 Teslanite, 10 Wealth, 6 Industry, 4 Enchantment | After consuming 2 Charge, either increases Population Growth by 1 (once per Generation) or enhances Wealth Generation (p) of Districts by 1 next year] The vitality of men is a valuable commodity, and when properly buttressed, can underpin a mighty empire.
Charge Containment: Allows the fabrication of Sky-Cells at the Electromantic Forge. If provided with 1 Teslanite and 1 Gold, an Electromantic Forge may transfer up to 4 Charge to a Sky-Cell. Sky-Cells can be exhausted to give their Charge to Arcana and be transferred from region to region. Requires Electromantic Entrapment.
Lightning Acceleration: Allows creation of Coilbows (Wealth III, Industry II, 1 Teslanite: +100% Ranged Attack, 20% Armor Piercing) | 3 Enchantment, 2 Charge to create - must be recharged after combat.
Electromantic Attunement: Cast upon Copper, transforms it into Teslanite | 4 Charge, 2 Enchantment
Electromantic Storage: Allows Electromantic Forge (Construction)
[Electromantic Forge | 6 Labor, 4 Copper, 4 Wealth, 2 Enchantment | Stores up to 4 Charge, gains 1 Charge per 2 Years on Coastal Regions]
Electromantic Entrapment: Enhancement to Electromantic Forge - [Stores up to 8 Charge] - 4 Teslanite, 2 Enchantment
Charge Intensification: Unlocks the Ritual of the Storm's Might. Requires Electromantic Entrapment and Teslanite Biomechanisms.
[Ritual of the Storm's Might | 4 Charge, 4 Enchantment | Commoners' Teslanite Biomechanisms are empowered in this region - activated Plebeians produce +2 Labor next year]
Storm Calling: Allows the calling of a dangerous storm at the cost of 12 Charge and 4 Enchantment in a region. The Storm of Tes'la's Wrath unleashes between two and four ranged attacks on a random target without Biomechanisms in the region, each of which ignores 50% of the target's armor. Requires Area Electromancy, Charge Intensification.
Greater Storm Calling: A mightier version of Tes'la's wrath, unleashes between four and eight ranged attacks on random targets without Biomechanisms in the region, each of which ignores 60% of the target's armor. Costs 18 Charge and 4 Enchantment in a region. Requires Storm Calling.

The School of Blood Magic

Source: Life Energy
Exertion: Sacrifice
Channel: Reshaping

Lesser Sacrifices: 20 Food may be substituted for 1000 Citizens in Blood Magic, once per year per Agricultural District in Settlement.

Flesh-Ghouls (Kraalen): Cast on an Army, transforms them into Kraalen (May not carry weapons, resist injuries, immune to disease, ++Speed, ++Lethality, may not be demobilized) | 4000 Citizens, 4 Enchantment
Bone-Shaping: Cast on an Army, adds Modifier: Bonewarped [Intrinsic Bronze Armor, stacks with other armor] | 4000 Citizens, 12 Enchantment
Reanimation: Cast on an Amy, restores 50% of casualties to life with an additional 20% Physical Resistance combat modifier. May be pre-cast to trigger after suffering 75% casualties in a combat. | 4000 Citizens, 20 Enchantment, Corrupt Working
Truesilver Shaping: Cast on an Army, adds Modifier: Trueshaped [+20% Attack Damage, +5 Regions Deployment Range, Intrinsic Mithril Armor (Stackable)] | 8000 Citizens, 20 Enchantment, 4 Starmetal

The School of Geomancy

Source: Earth Tides
Exertion: Edifices
Channel: Energy Transfer

Power Point Mapping: Inspects an explored region for Power Points. Amount revealed depends on luck, and type of region. | 2 Enchantment, 2 Wealth
Secondary Power Points: Further divines a region, discovering 1-6 additional Power Points. | 6 Enchantment
Leyline Mapping: Inspects an explored region for Leylines. Amount revealed depends on comprehension and type of region. | 4 Enchantment
Leyline Sensing: Reveals Leylines in region adjacent to an existing Leyline connection. | 6 Enchantment
Power Focusing: Required for Tier II Geomancy.
Geomantic Channeling: Allows the enhancement of the Shrine of Power [2 Labor, 4 Wealth, 2 Enchantment] to consume one more Stone and produce 1 more Power Stone per year.
Geomantic Imprinting: Requires for Tier III Geomancy. Allows other Exertions than Edifices.
Geomantic Transustenance: Golems may have their Enchantment upkeep replaced by 1 Fuel. Requires Animation Efficiency, Rune of the Pyre.
Animation Efficiency: Golems may now be created with two Power Gems instead of their normal cost in Power Stones. Requires Geomantic Animation
Enhanced Carapaces: Tier II Golems may be constructed with 2 Metal instead of Stone and an additional +4 Enchantment cost. They consume two Enchantment every turn, but may labor as Citizens. They have intrinsic Starmetal Armor. Requires Animation Efficiency.
Enhanced Golemancy: Tier II and III Golems require 25% less Resources. Requires Animation Efficiency, Enhanced Carapaces.
Personality Matrices: If chosen, allows Growth to be taken as Deepkin Populations instead of normal Populations at a 4:1 ratio. Requires Biotransference

Geomantic Animation: Allows the construction of Golems. Golems: 6 Labor, 8 Stone, 15 Wealth, 6 Enchantment, 8 Power Stones | Golems may work as a Servile, but consume one Enchantment every turn. | Requires Geomantic Imprinting
Gem Animation: 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. | Requires Geomantic Animation
Arcane Sustenance: Requires a local Power Point or Leyline Intersection. Summons five Food from thin air | 3 Enchantment
Geomantic Dislocation: Allows the construction of the Gateway. | Requires Power Focusing, Leyline Sensing
-Gateway: 20 Labor, 10 Wealth, 10 Industry, 10 Enchantment, 10 Stone | Instantly transfers up to 10 Resources (not Labor) along mapped Leylines to other Gateways per year. Occupies 2 Power Points in a region.
Geomantic Entrapment: Leeches the Geomantic potential of a Region into trammeled stone. Unlocks Shrine of Power (Construction)
-Shrine of Power: 7 Labor, 12 Wealth, 6 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.
Gem 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.
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: 8 Labor, 15 Wealth, 8 Enchantment | At the cost of 2 Enchantment, provides 4 Labor to a Construction. Takes up a Power Point in a region
Ritualized Geokinesis: A variant of Geokinesis substituting extensive Enchantment and local Power Points for the channeling power of the Shrine of the Earth. At the cost of 3 Enchantment, provides 4 Labor to a Construction. Temporarily occupies 3 Power Points in a region. Requires Geomantic Imprinting.
Geomantic Sight: Allows the construction of the Seat of Seeing - -1 Discontent per year per Power Point in a Settlement
-Seat of Seeing: 13 Labor, 8 Wealth, 4 Industry, 6 Enchantment | Allows instantaneous communication between two Seats of Seeing, greatly increased Raid Defense. Requires Power Point.
Geomantic Inspiration: Allows construction of the Obelisk of Vigor
-Obelisk of Vigor: 15 Labor, 10 Wealth, 4 Industry, 8 Enchantment | An Obelisk of Vigor gives Artisan Districts the quality of requiring only one Authority to activate two Populations, if both Populations work in Artisan Districts.
Strengthened Animation: Allows the construction of Agaladrim for 12 Labor, 20 Stone (Geomantic), 30 Wealth, 12 Enchantment, 12 Power Stones | Agaladrim may work as a Citizens, but consume two Enchantment every turn. They add +3 Labor to their District output. | Requires Geomantic Imprinting, Personality Matrices
War Golems: Agaladrim may be recruited as Armies for triple cost of a normal Army, and gain 100% Melee Strength and double Health. Agaladrim have intrinsic 25% Physical Resistance. | Requires Strengthened Animation, Gem Animation

The School of the Outsider

Source: Planar Access
Exertion: Planar Devouring
Channel: Alteration

Breach Efficiency: The Breach Shrine generates 1 more Shadow Ash per turn. Requires Breach Siphoning, Language of the Void.
Breach Siphoning: A more efficient method of drawing power from the Realm of the Outsider, creating a larger tear in the fabric of reality. 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.
Shadow Ash Invigoration: Converts 1 Granite to 4 Shadow Ash at the Temple of the Outsider, once per year | 2 Enchantment
Shadowbright Blood: A human's flesh is transposed with the stuff of the Outer Realm, giving them an affinity for the darkness. | Decreases Shadow Ash upkeep of each Arcana by 1 for an Army | 10 Shadow Ash, 10 Enchantment | Requires Shadow Siphoning
Shadow Siphoning: A tiny window into the Realm of the Outsider drains a portion of his strength into the material plane | Converts 1 Granite into 2 Shadow Ash | 2 Enchantment
Eldritch Construction: Unlocks the Temple Annex [5 Labor, 5 Wealth, 4 Industry]: Converts 1 Granite to 2 Shadow Ash when adjoined to the Temple of the Outsider, once per year at the cost of 1 Enchantment. Up to four Temple Annexes may be constructed.
Language of the Void: Unlocks Greater Powers.

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
Ethereal Weapons: Imbues an Army with Ethereal Weapons, granting them a 20% Armor-Piercing bonus | 12 Enchantment, 4 Shadow Ash upkeep
Lesser 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
Greater Blink: Imbues an Army with the Greater Blink Power, allowing them to instantly traverse four times as far as they could normally march in a combat round, or summit an Imperial Wall. Once per month. | 18 Enchantment, 6 Shadow Ash upkeep | Requires Lesser Blink, Language of the Void
Stonechanging: Alters a quantity of 10 Food into 5 Stone via the mystical transformations of the Void. | 2 Enchantment, 2 Shadow Ash

The School of Sol

Source: Solar Radiance
Exertion: Discipline
Channel: Imbuement

The School of the Wyrd

Source: Arcane Substances
Exertion: Refining
Channel: Transformation

Alchemical Imbuement: Transforms 4 Stone into 1 Copper | 5 Enchantment
Blackstone Refining: Transforms 4 Blackstone into 1 Nightsoot, which gives a 50% chance that close-range enemy Enchantments will fail when applied to Armor | 6 Labor, 6 Industry, 6 Enchantment
Ferrous Alchemy: Transforms 2 Copper into 1 Iron | 3 Enchantment
Wyrdstone Refining: Transforms 2 Wyrdstone into 1 Solifuge, which is four times as efficient for Unmaking | 4 Enchantment
Firechar Refining: Transforms 3 Firechar into 1 Aember, which may be used for fueling Golems or replace up to 5 Fuel. | 4 Enchantment
Last edited by G-Tech Corporation on Fri Jun 03, 2022 1:02 pm, edited 36 times in total.
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: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Sep 20, 2021 5:00 am

Culture and Discontentment


These two virtues are two sides of the same coin in the era of Imperium and Empire - empires which have an impressive culture, a cohesive national identity, and strong traditions, will be unlikely to struggle with uprisings and political turmoil within their state. On the other hand, those civilizations that fail to foster ties between settlements, ignore the arts, and allow their neighbors to outshine them, may see their people less inclined to work for the glory of such a shabby polity, and even tempted into rebellion to pursue brighter stars...

Culture
This a nebulous value, roughly representing the cohesion of your society - coming from the possession of luxuries, from trade, from art, from religion, even from the mastery of the sciences. Without it, your people may not struggle, but they will not achieve glorious things, in all likelihood. And a failure to provide for the cohesion of your people can have disastrous results if there are other neighbors who offer such niceties to their citizens.

Culture is calculated on a per Empire basis - that is, the sum of all Culture in your Settlements is compared to the total amount of Population in your Settlements, and thus a Culture Score determined which provides bonuses (or negatives) to your entire Empire. This score is determined by dividing the total amount of Culture by the total amount of Population. Note that neighboring Cultures are defined as those with a Settlement within ten regions of any of your Settlements, and positive bonuses from Culture are only gained when your Culture is equivalent or superior to that of your neighbors. Only one tier of Culture may be active at a time - their bonuses do not stack.

Note that Culture is both reliant and bounded by empire size. An empire significantly smaller than yours will struggle to persuade your citizens that their way of life is superior, and small cohesive states only rarely embrace external values. This is represented in-game by two factors: Empires with only a single settlement can only take down to Lackluster maluses from Cultural Pressure, and Cultural Pressure from empires half of your total population or less is reduced by one tier.

3+ Culture/Population: Glorious! Your empire grows and thrives. This is a period of unparalleled prosperity and creativity in your settlements. +1 Wealth/activated Population. +2 Population Growth in all Settlements. -2 Discontent in all Settlements every year. +1 Tech Roll from activated University Districts. +10 Wealth/year in the Capitol. +1 Authority per Settlement. -1 Culture per Population
2+ Culture/Population: Ecstatic! This is a time of understanding and progress, during which even the poor amongst us have much to be thankful for. +1 Population Growth in all Settlements. -1 Discontent in all Settlements every year. +5 Wealth/year in the Capitol. +3 Authority. -1 Culture per Patrician
1+ Culture/Population: Happy. Things are better than they could be, and we should be grateful for that. The arts are respected, and our people live good lives. -1 Discontent in all Settlements every year. +2 Wealth/year in the Capitol. +1 Authority. -1 Culture per Settlement
Neutral: Life is as it has always been - those in power live well, and those below suffer. No particular attention is paid to art or science, but neither are they neglected.
Neighboring Culture is One Culture Tier above us: Lackluster. Our people yearn for better things, aware of what they are missing. Patricians produce a Discontent. -2 Wealth/year in the Capitol.
Neighboring Culture is Two Culture Tiers above us: Grumbling. Even the masses are beginning to question why we cannot achieve great things, while others prosper and thrive. Patricians produce a Discontent. -5 Wealth/year in the Capitol. +1 Discontent in all Settlements every year. -1 Authority
Neighboring Culture is Three Culture Tiers above us: Barbarous. We might as well be savages for all the good civilization has done us. Anyone with a brain in their heads can see we are a failing state, and consider seeking greener pastures. Patricians and Citizens produce a Discontent. -10 Wealth/Year in the Capitol. -1 Authority per Settlement. -1 Population Growth.

Discontent
There are always those in any empire who have something to grumble about - no state will satisfy everyone. This discontent will naturally accrue over time, and any civilization worth her salt will take efforts, intermittent or steady, to prevent this worrying and black talk from becoming more serious. Things like slavery, the loss of Armies in war, a neighbor with a high Culture Score, a lack of housing, and of course starvation and plague, can all take a toll on a nation. In the most drastic circumstances, dangerous events like a civil war can break out, which are fell indeed. A Discontent Score is calculated much like the Culture Score - adding together the full measure of Discontent and dividing it by the total populace of a Settlement - however unlike Culture, Discontent can accrue from year to year, and is only calculated on a local basis, not on an empire-wide scale. A happy capitol does not necessarily a happy peripheral city make. As Discontent increases, increasingly dangerous impacts and events can fire. Note that only one tier of Discontent is active at a time.

Whispers in the Dark: 1+ Discontent/Population. -1 Wealth/year from Patricians. Those with normally good lives are muttering against the state, saying that they could get things done better.
Unhappy Commonplaces: 2+ Discontent/Population. Patricians produce one Discontent per year. -1 Authority. Chance of minor negative events. Even the common folk are beginning to question why they must lead such miserable lives, and speak ill of our rule.
Open Unrest: 3+ Discontent/Population. Patricians and Citizens consume 1 Wealth/year. Patricians produce one Discontent. -2 Authority. If slaves exist, a slave revolt may occur. Chance of major negative events. The lot of the populace is poor, and as even those with some stake in our society call for reform, black hearts seek opportunity.
Revolt: 4+ Discontent/Population. Districts and Buildings have their productivity halved. -3 Authority. Populations produce one Discontent. A hostile Army will spawn and attempt to seize the city almost inexorably. Government is breaking down. People riot against our rule, and down tools in protest. Those with ambition will use this chance to seek their own course. Strong chance of major negative events.

Revolution and Upheaval


Not every society is stable - and this is not necessarily a bad thing. Sometimes even empires must adapt to the changing times, by aligning themselves to new realities, or seeking better paradigms for their evolution as states. Most of the time, however, this comes at a cost. And though sometimes regimes have the foresight to align themselves to these new realities, such is not always the case.

Revolution is when an empire changes her form of government completely. This can only be provoked if a majority of Settlements have the Whispers in the Dark modifier, and sees the elite work to build a new state out of the forms of the old. Needless to say, such a change is very disruptive to the social contract of an empire, and has significant bureaucratic grist. A Revolution may only be accomplished once every three generations, and costs all of an empire's accumulated Culture, as well as half of her accumulated Wealth. Revolutions may also occur organically if a significant minority of Settlements are in Open Revolt, in which case a major reduction to Discontent over time will also trigger, but the choice of new government is random.

Upheaval is the little brother of Revolution, and has to do with major governmental reforms - mainly switching a Civic within a government for a different Civic. Upheavals only cost half of an empire's accumulated Culture, producing a Discontent per Patrican and costing one Wealth from every Population of the same. They may be accomplished once a generation.


Wonders of the World


The Forbidden Palace: An immense palace complex of the Celestial Monarchy of Zhai Cheng, the Forbidden Palace is both a fortress and a seat of power combined, cowing all those who might threaten the Shao Dynasty, and notable for sparking a golden age of reason and philosophy.
Cost: 15 Labor, 25 Wealth, 8 Industry, 20 Stone | Stone Fortress, Superior-Quality Housing for a Population of 5000. +1 Civic Point. Golden Age begun for ten years upon construction.

The House of Wisdom: A great library where the works of the civilizations around the River-People of the Machaka are gathered for scholarly study, the greatest collection in the known world. It stimulated a burst of technological advancement, and its use as a reference work by the philosophers and natural scientists of the Machaka has led to many breakthroughs.
Cost: 12 Labor, 13 Wealth, 9 Industry, 10 Stone | Immediate Breakthrough. University Districts in this Settlement produce an extra Tech Roll.
(Upgrade) +2 free Tech Rolls per year if a University is activated in Machaka

The Great Bath: An impressive edifice of hydrological engineering, the Great Bath at Machaka sits in the middle of the Midnight River which flows through the large city. Her immense cisterns, heated by the sun, supply the population with warm water for bathing, and the cold waters of the river for a refreshing plunge. Commercial areas have sprung up around the Great Bath, but her main function is promote the health of the populace of this mighty city.
Cost: 25 Labor, 20 Wealth, 10 Industry, 30 Stone | +2 Population Growth. +1 Trade Value per other Population Growth in this city.
(Upgrade) +2 Population Growth -> +4 Population Growth

The Citadel of the Sun: A geomantic construct, smithy and redoubt combined into one, the Citadel of the Sun looms over even the tallest bell-towers in Kharbarinth of the Deepkin. Utilizing enchanted lensing to focus the power of the very sun into a single point, and the confluence of a local power point, the Citadel can project a burning beam which immolates men over many leagues of distance, or heat ore to melting in an instant of even the most formidable potency.
Cost: 20 Labor, 30 Wealth, 25 Industry, 5 Enchantment | Unlocks Arcane Smithing. Grand Stone Fortress with Sunfire Projector Unique Weapon. +1 Civic Point.
(Upgrade) +1 Civic Point. +2 Authority.

The Temple of a Thousand Pillars: A vast place of worship raised over the ancestral Four Pillars of Corvus, the Temple has many niches where outlanders may worship their own gods, though the Four hold a place of prominence in the hearts of the Corvidians. This grand edifice is a place of wonder, and many outlanders look better upon the Corvidians for allowing them their own places of worship in such a majestic building. Reduces Technology Learning requirement by two Tech Rolls. Greatly increases morale of local or allied soldiers defending Corvus and the Temple

The Grand Bazaar: Many are the merchants who ply the streets and rivers of Stalheim, come to trade for the wealth of the City of Iron. Over the years, and due to great efforts on the part of the local Warden, the markets and money-changers of the city have congregated in one place, where anything under the sun may be bought or sold - gold, spices, fine clothes, dyes, gems, and even the rare and outright illegal, if you know where to look. These pillared and tapestries streets and halls stretch throughout much of Stalheim's city center.
50 Labor, 50 Wealth, 25 Industry, 50 Timber, 25 Stone | +1 Civic Point. Market Districts in the Landsraad Hegemony may move two more Resources per year for free, and gain +1 Wealth (p). +5 Wealth per year.
(Upgrade) 2 Resources -> 5 Resources, +2 Wealth (p) to Market Districts.

The Spire of the Sky: A great geomantic construct, taller even than the Citadel of the Sun, the oculary of the Spire utilizes a scaled up version of the Seat of Seeing to allow those of strong sorcerous will to gaze across many leagues and into the depths of the earth, divining the secrets of the world from their eyrie. Immense quantities of Skystone transmute the power of the swaying and the vibration of the wind over the tower into the energy for this consuming rite.
60 Labor, 100 Wealth, 20 Industry, 10 Enchantment, 20 Skystone | +1 Civic Point. May either gradually conduct a free remote-sensing Expedition, or study technologies from known civilizations as if their Archives were open at a rate of two Tech Rolls per year.
(Upgrade) +1 Civic Point. Rate increased to three Tech Rolls per year.

Everpyre: An immense inferno and furnace, as large as an entire city district, the Everpyre fulfills the curious function of both temple and foundry for the people of Forgefend. Linked mystically to the ley-lines which crisscross the world, its voracious maw consumes immense quantities of flammable materials, transmuting them into sorcerous energy which is transmitted to nearby workings.
40 Labor, 50 Wealth, 50 Industry, 20 Coal, 10 Enchantment | +1 Civic Point. May convert up to 10 Fuel into 10 Enchantment or Industry, available to settlements within ten regions of the Everpyre.
(Upgrade) 10 Fuel -> 20 Enchantment/Industry within twenty regions.

The Temple of the Outsider: A dark place of fires, shadows, and cool gray stone, the Temple is where those who no longer believe in the mighty of the River alone make their obeisance. They call on a dark power, the Outsider who waits beyond the world, for succor and aid, granting him in their worship a portion of the faith he craves, and sacrificing the very material nature of the world for infinitesimal amounts of his strength.
25 Labor, 20 Wealth, 20 Industry, 10 Granite | Grants 10 Void Ash upon completion, and slightly empowers the Plane of the Outsider. Unlocks Shadow Ash Invigoration.

The Monument to the Fallen: An impressive reliquary and necropolis alike, combined with a temple with an eternal flame which is never to be extinguished. Here is honored the memory, and oftentimes stored the bodies, of those who gave their lives for the defense and progress of the sons of Corvus. The Sons of the Wolf. It is a symbol of unity, to never forget, and all soldiers raised in fair Corvus swear their oaths before this immense crypt.
15 Labor, 25 Wealth, 8 Industry, 20 Stone | -1 Discontent, +1 Culture per year. Soldiers raised here are raised one rank higher.

The City-Ship: Called the Quhalden by the Warcyfle who designed her, the City-Ship is a vessel of Teslanite and jungle timbers as large as a settlement, traversing the oceans of the Mirror Sea carrying the warriors and citizens of the Storm Empire.
40 Labor, 80 Wealth, 30 Industry, 30 Timber, 15 Teslanite | 5 District City (Mobile). Districts cost +50% to construct past the 5 District initial limit, as well as 3 Timber and 2 Teslanite. No non-urban Districts may be built on the City-Ship.

The Crone's Retreat: A cavern deep in the earth, delved into the side of the Great Rift Valley which is Sorrowfree's home and the birthplace of the Khortuun under the Mother Moon - this cavern is a prophet's repose, a mystic's paradise, and here honored mothers of a thousand daughters seek to divine the future in smoke-trances and vision-quests gazing into mirrors of clouded obsidian. Whether what they see is madness or wisdom, the secrets the black-robed acolytes of the Crones whisper to the scholars are not to be despised.
50 Labor, 30 Wealth, 15 Industry, 10 Obsidian | Up to two Tech Rolls in Sorrowfree are doubled.

The Violet Chambers: From this magically attuned center of government, built out of stone infused with arcane energy, the Magisterium of the Eleskari administrate their dominion, and conduct impressive rituals which would normally be impossible even for their gifted mages.
70 Labor, 50 Wealth, 29 Industry, 20 Stone, 15 Enchantment, 10 Power Stone | +1 Civic Point. -1 Discontent for every Enchantment consumed here. A Grand Rite of Geomancy may be cast for free as long as the Violet Chambers are controlled once every ten years.

The Long Wall of Ten Thousand Li: The largest manmade construction in the known world, the Long Wall stretches from Zhai Cheng to Huangdau, protecting the noble Huang from enemy assault. So tall most barbarians would struggle even to surmount it, it has regular tower-bastions which watch for incursions and can turn back light attacks without any intervention by the Imperial Armies.
120 Labor, 40 Wealth, 60 Industry, 100 Stone.

The Red Tower: A place of learning and overall enchantment, the Red Tower of Warcyfle is inset with electromantically attuned materials which greatly expedites research into her mysteries.
10 Labor, 10 Wealth, 5 Sapphires, 5 Teslanite | Grants a 50% bonus to the first Tech Roll in Electromancy from Warcyfle every year

The Hierarch's Tribunal: An immense university, prison, and hall of judgement rolled into one, the Fatebinders dispatched by the Imperium originate from here, issued with the power to bind and loose by the High Justice. They cast men into chains where evil is found, and root out corruption wherever it may hide.
20 Labor, 100 Wealth, 30 Industry, 20 Gold | +1 Civic Point. -Discontent and +Authority from Debt Serfs. One Plebian in the empire may be made into a Debt Serf every year.
(Upgrade) +1 Civic Point. +Authority from Debt Serfs.

The Grand Oculory: This spire of stone rises high from Svalheim in the Imperium, at her heart an energized mass of prismatic shimmerstone. From ritual chambers empowered by the Oculory bureaucrats serving the Emperor can communicate swiftly and clearly with members of the government hundreds of leagues distant, greatly aiding administration and the distribution of the goods of the empire.
60 Labor, 300 Wealth, 40 Industry, 20 Gold, 20 Starmetal, 20 Moonstone, 10 Brightstone | +1 Civic Point. +2 Authority, +3 Culture from Seat of Seeing.

The Underforge: Below the White Hills of Kharbarinth, in hidden caverns lit by false light, armies are marshalled for war. Clad in thick armor and twisted by unnatural rites, the products of the Underforge are hideous and fell - foes of any the Emperor deems enemy. In these ancient caverns dark things have slept, and are not now forgotten.
110 Labor, 300 Wealth, 40 Industry, 100 Stone, 50 Starmetal, 50 Jade | +1 Civic Point. +1 Experience and Boneshaping to Armies recruited here. Unlocks Truesilver Shaping.

The Silver Fortress: A shining spire from which the armies of the Hegemon march, great hosts provisioned and trained for war. Her gleaming walls have never been breached, reinforced by ancient rites and much blood and sorcery, and even the mightiest siege engines struggle to scratch their glistening exterior. The endless armories and barracks of Stalheim are much feared by any planning war against her marches.
100 Labor, 400 Wealth, 40 Industry, 20 Enchantment, 20 Starmetal, 50 Iron | +1 Civic Point. +2 Max Recruitment. +4 Army Support. Fortress Tier VI, -75% Damage from Siege Engines.
Upgrade: +1 Civic Point. +1 Recruitment from Retinues in this Settlement.

The Golden Lighthouse: A gilded seat of learning as well as commerce, the Lighthouse requires that every ship surrender what knowledge they possess for copying to the Scribes of the library set in her base, and they sell these texts for a staunch profit to the world. Her beacon guides ships for many long leagues, mystically empowered and brilliant.
100 Labor, 150 Wealth, 40 Industry, 20 Shimmerstone, 10 Gold | +1 Civic Point. +1 Tech Roll per 10 Trade Value here. +1 Trade Value (p) to Harbor District in Empire.
Upgrade: +1 Civic Point, 10 Trade Value -> 5 Trade Value.

The Nightshade Bastion: An immense delving below the earth in Forgefend, many think this is a great mining and furnace akin to the Everpyre - but it is anything but. Great fires burn here to be sure, but they are to keep back the darkness that waits beneath, not for smelting or forging. Black things gnaw at the wards and prisons set under rock and stone, an entrance to the Evergloam whence comes the power of the School of the Outsider. No bargains are struck here, but arcane strength is extracted by mundane will and understanding.
80 Labor, 200 Wealth, 70 Industry, 30 Firechar, 10 Obsidian, 100 Stone, 25 Granite | +1 Civic Point. 2 Tech Rolls per Year to the School of the Outsider. +3 Shadow Ash per year.

The Great Gateway: A mystical conduit writ large, arcane enchantments bound in stone which would have reduced any lesser structure to dust in moments. A man who is brave enough to step through the immense arch when the appropriate runes are woken might in the span of a single breath find himself in Kharbarinth, or Nerroth, or on the southern shores of Forgefend. Though few make this sorcerous transit, for some of those who make the journey never appear again, the mass transit of goods is conducted for losses of timber and stone are acceptable to the mages who oversee the Gateway.
80 Labor, 200 Wealth, 50 Industry, 20 Enchantment, 20 Starmetal, 20 Moonstone, 15 Brightstone | +1 Civic Point. Svalheim's resources are available to all settlements within 10 Regions. +3 Trade Value.

The Isilgrim: A frowning academy of grim black stone on the cliffs overlooking the Endless Ocean in Tenebris, the Isilgrim is a place very distinctly not of magic - indeed spells and enchantment falter within a large radius around it, for if there is a place of more dire provenance such would be hard to define. Blackguards are trained here, Imperial hunters of the dangerous and eldritch things of the world, equipped and suited for their task.
80 Labor, 100 Wealth, 70 Industry, 40 Enchantment, 40 Blackstone, 10 Marble | +1 Civic Point. Unlocks Blackstone Refining. Once per Generation an Army stationed here may be designated as Blackguards. Blackguards lose experience at half rate and nullify enemy enchantments in combat, but may not be themselves enchanted.

The Fathomless Arcanex: Far beneath even the depths of the White Hills the Fathomless Arcanex stretches, endless stairs and winding corridors housing immense devices dedicated to channeling the geomantic might of Father's creation into an end all men seek; time, time infinite. The richest and brightest of the Imperium disappear occasionally beneath the earth into the midnight realm of graven silver from beyond the stars and shimmering gem-light, only to emerge once more rendered in metal imperishable and as living as any man.
300 Labor, 400 Wealth, 100 Industry, 100 Enchantment, 200 Stone, 100 Starmetal, 100 Skystone | Unlocks Biotransference. At the cost of 5 Gemstones, 5 Metal, and 10 Enchantment, a Population may undergo the change. They have a 25% chance of success. If the process is successful they become Deepkin, who function as Patricians and generate 3x the active income of a District. Deepkin produce a bonus Enchantment and have intrinsic Mithril Armor, as well as 40% Armor Toughness.

The Resonance Amplifier: An immense geomantically-tuned edifice, the Resonance Amplifier allows trained mages to discern even hidden sources of geomantic power from the faintest of echoes in the molten core of the world.
200 Labor, 1000 Wealth, 300 Industry, 20 Enchantment, 50 Diamonds, 30 Obsidian, 50 Iron, 10 Shadow Ash | Allows Tertiary Power Point Sensing. +2 Base Power Points in new regions. Regions with unused Power Points generate 1 Enchantment at no cost.

The Jiayuguan Fortress: An extensive citadel notable for her high walls and higher still towers, the Jiayuguan Fortress sees far indeed, and men from her heights can decry even distant hosts - a necessity on such war-wracked plains as those which surround fair Hou Cheng. Her elegantly engraved walls tell the history of the Nirari and leave none without confidence in their defense.
34 Labor, 32 Wealth, 28 Industry, 20 Stone | +1 Civic Point. Grand Tier Fortress (5000 Capacity). Chance to detect armies up to two regions distant.

The Sky-Pier: High above Stalheim the Sky-Pier hangs, a monolith of stone, silver, and will. From this fastness and flying drydock the Aer-Fleets of the Padishah Emperor patrol the borders of the Landsraad Imperium, and it is here the iconic flying citadels of the Deepkin originate.
200 Labor, 1000 Wealth, 400 Industry, 100 Aetherium, 50 Starmetal, 50 Firechar, 20 Enchantment | May fabricate up to three Aer-Squadrons at a time; Squadrons originating here cost 25% less to build and are built in half the time. Unlocks the fabrication of the Sky-Citadel.

The Manufactory: A great warehouse-complex in the city of Machaka, here carefully curated machines and processes allow the sweat of the unskilled throngs to aid the creativity and productivity of their betters by removing the drudgery involved in all great work.
45 Labor, 120 Wealth, 60 Industry | Artisan Districts with a Workshop in this city may convert 4 Wealth into 12 Industry instead of the usual rate, given they are provided with an additional 2 Labor
Upgrade: Conversion Rate is changed to 5 to 15 at the cost of 4 Labor.

The Storm-Pillar: An immense tower which reaches toward the tempest-wracked skies of Likan, it is here that the storm-mages of Warcyfle communed with Tes'la and learned more of the methods to unleash his divine fury upon those who stand against the tides of the Mirror-Sea.
30 Labor, 20 Stone, 20 Teslanite, 30 Industry, 30 Enchantment | Unlocks Greater Storm Calling.

The Molten Gyre: Below Kar Agala, where the Agaladrim and other workers labor in the heat of the deep mines, the Gyre spins slowly in its immense cradle of precious stones and amplifying enchantments, bringing up ore and molten stone from the depths to cool in great pools of seawater, depositing minerals and slag alike to be utilized by the workers.
100 Labor, 2000 Wealth, 500 Industry, 100 Enchantment, 100 Firechar, 100 Gold | Prospecting results enhanced by 10% here, and do not decrease the chance of further successes. Discovered mineral resources are simultaneously produced at Deep Mines in Kar Agala.

The Temple of Heaven: An alabaster palace of the Yu in Yuzhou, reaching toward the heavens in majesty. The fragrance of incense and the fluttering of silk curtains defines this place of repose and peace, where government functionaries and bureaucrats oversee the Dynasty.
40 Labor, 50 Wealth, 40 Industry | +1 Civic Point, +2 Culture

The Great Canal: A labor of love of the Yu for the Jade River, the Great Canal extends the river's borders from Zhai Cheng north and east, then north again, before terminating at Zhongdu. These wide free flowing waters bring irrigation to the lands they pass through, as well as easing the passage of persons and providing drinking water in the midst of stagnant jungles.
85 Labor, 40 Wealth, 20 Industry | +2 Growth in effect regions. Regions along the Great Canal may be colonized at half cost.
Last edited by G-Tech Corporation on Mon Jun 06, 2022 5:38 am, edited 35 times in total.
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: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Sep 20, 2021 5:01 am

and final Reserved.
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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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Mon Sep 20, 2021 6:52 am

Ah that fresh OOC smell...



City State Application
Name:The Great Yu Dynasty
Leader: Yonghéng Emperor 永恆的光輝
Short History:The second dynasty to arise from the lifegiving waters of the Yu River. The Yu are ruled by an Emperor who claims the Mandate of Heaven.The Yu Dynasty was born from the ashes of the Shao Dynasty which fell in a era of strife in a eternal cycle what was once disunited must become united. The previous dynasty in it's hubris overtaxed the people forcing them to build a massive structure the largest in the world the Long Wall of Ten Thousand Li. The burden placed on the people by the Shao emperor was too great and like so many dynasties it would collapse under the weight of the hubris of it's rulers.A pissed off peasant would lead an army of equally angry peasant rebels to the capitol of Yuzhou and depose the emperor putting an end to the Shao . After a short period of crisis the Yu Dynasty would rise claiming the Mandate.The former peasant warlord would reunify the lands from ancient Zhai Cheng to Qindao and everything in between.
Starting Location: The Middle Kingdom
Advantage:water grass and lots of people
Description: A large empire in the eastern part of the world.
Last edited by Novas Arcanum on Mon Sep 20, 2021 7:51 am, edited 4 times in total.

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The GAmeTopians
Powerbroker
 
Posts: 9808
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Mon Sep 20, 2021 7:02 am

City State Application
Name: The Republic of the Great River (or just The Republic)
Leader: The First Speaker
Short History: Once a peaceful farming people at the eastern mouth of river plains, centuries of barbarian attacks and strange happenings have forged the Riverfolk in the fires of progress, leaving them a formidable force in the Age of Empires. Four great cities, each carefully formed around a particular purpose, stand tall in the Great Plateau of the east - but will they stand the test of time? Or fall to ruin like all that came before?
Starting Location: Where I always am.
Advantage: I don’t think I get one of these?
Description: Democratic bois with big knowledge and big walls.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

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The Empire of Tau
Minister
 
Posts: 3366
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Sep 20, 2021 7:11 am

City State Application
Name: Republic of Machaka
Leader: Presiding Speaker Johari Attah
Short History: The Republic of Machaka rests on a river, where it provides the civilization with plenty. Over its course, Machaka has become a center of knowledge and large-scale architecture. Expansion has been proved hard for the Republic as its military is not focused on growth by land grab. Instead, Machaka has built great grand walls to protect itself from raiders and attackers alike.
Starting Location: Don't know, but I'm on the map somewhere.
Advantage: Research.
Description: Machaka heavily centers around its single city bearing the same name. It is here where the very center of Machakan civilization is located, housing the greatest collection of knowledge in the world within the Great Library of Wisdom.
Last edited by The Empire of Tau on Mon Sep 20, 2021 4:01 pm, edited 3 times in total.

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Novas Arcanum
Negotiator
 
Posts: 5659
Founded: Oct 14, 2016
Left-wing Utopia

Postby Novas Arcanum » Mon Sep 20, 2021 7:48 am

Finished my app G

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Sep 20, 2021 7:57 am

Novas Arcanum wrote:Ah that fresh OOC smell...



City State Application
Name:The Great Yu Dynasty
Leader: Yonghéng Emperor 永恆的光輝
Short History:The second dynasty to arise from the lifegiving waters of the Yu River. The Yu are ruled by an Emperor who claims the Mandate of Heaven.The Yu Dynasty was born from the ashes of the Shao Dynasty which fell in a era of strife in a eternal cycle what was once disunited must become united. The previous dynasty in it's hubris overtaxed the people forcing them to build a massive structure the largest in the world the Long Wall of Ten Thousand Li. The burden placed on the people by the Shao emperor was too great and like so many dynasties it would collapse under the weight of the hubris of it's rulers.A pissed off peasant would lead an army of equally angry peasant rebels to the capitol of Yuzhou and depose the emperor putting an end to the Shao . After a short period of crisis the Yu Dynasty would rise claiming the Mandate.The former peasant warlord would reunify the lands from ancient Zhai Cheng to Qindao and everything in between.
Starting Location: The Middle Kingdom
Advantage:water grass and lots of people
Description: A large empire in the eastern part of the world.


The GAmeTopians wrote:City State Application
Name: The Republic of the Great River (or just The Republic)
Leader: The First Speaker
Short History: Once a peaceful farming people at the eastern mouth of river plains, centuries of barbarian attacks and strange happenings have forged the Riverfolk in the fires of progress, leaving them a formidable force in the Age of Empires. Four great cities, each carefully formed around a particular purpose, stand tall in the Great Plateau of the east - but will they stand the test of time? Or fall to ruin like all that came before?
Starting Location: Where I always am.
Advantage: I don’t think I get one of these?
Description: Democratic bois with big knowledge and big walls.


These both seem to be in order. J’accept. I don’t have any TG from you though Game about your Developments - if you could resend what you think you fired over, that would be great.
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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Holy Tedalonia
Postmaster-General
 
Posts: 12455
Founded: Nov 14, 2016
Ex-Nation

Postby Holy Tedalonia » Mon Sep 20, 2021 8:50 am

City State Application
Name:Varra
Leader:Luthor Saelon
Short History:
Sons of Varrus, Children of Saladon, Those who claimed the verdant plains. There are many names for the kin of Varra. They care little of war, merchants, artisans, and farmers of heart, when they spend time not exploring the vast plains.

They are the first pillar of Saladon, a beacon of light in a wild land. Settled by Varrus Saelon, the great ancestor and father of Varra. He would be the first to rule Varra, but not the last. His son, and then his son's son would be follow suit. Until the male blood line would eventually run out, and a daughter of Varrus would take the throne. Bearing the name Chieftain, so that it would be clear to all, that she rules the Pillar of Varra, and no one else.

She and her council, are known as the first pillar, the first government to rule on these plains, and the first beacon of Saladon. They are poised to guide Varra through it's many troubles and gains for years to come. Acting as the city's protector and leaders.

The society has lasted long, and its years had been met with relative peace.
Starting Location: N/A
Advantage: N/A?
Description: A citystate containing a confederation of clans. They are the only city on the Saladon plains, and intend to keep it that way.
Last edited by Holy Tedalonia on Mon Sep 20, 2021 8:50 am, edited 1 time in total.
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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Lazarian
Minister
 
Posts: 2040
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Mon Sep 20, 2021 9:42 am

City State Application
Name: Corvus
Leader: The Soulan Council, headed by Pacate Auron Thornspear
Short History: Who are the Corvan people, exactly? Where did they come from? And what is their history? Well, like any civilization, it depends on who you ask. To some, the Corvidians are savage conquerors. Cruel and barbaric warriors who wear the skulls of wolves upon their shoulders, with fierce faces covered in tattoos and markings, to whom honor is a foreign concept. Crimson devils, who claim victory through trickery and treachery. To others, they are brave protectors and friends, who arrive during times of need to bolster the walls and shed rivers of blood for their allies. To others still, they are merchants and peddlers, craftsmen and swindlers, who are found in every settlement with their wares, haggling ceaselessly from dawn until dusk.

The truth is somewhere in between, of course. But if you ask the Corvan themselves - they are the Sons of the Prophet Corvus, who took them from the scorching deserts to the lush plains. The first man to be blessed with the gift of Fire, given by the Many-Colored Crow. They have lived here on the banks of the sea for a thousand years, carving out their place in this world. They are a proud and pragmatic people, who hold ambition and greed as virtues. Their settlements burst with art, music, and luxury, and to be Corvan is to know prosperity. To be Corvan is to be strong, clever, and enterprising. And hard-headed. And quarrelsome. They are a contentious and difficult people, to say the least.

But recent times have been...troubling. The omens of the Four Aspects have been turbulent. While some declare the many peoples and beliefs of the fledgling Empire to be a strength, their society is splintered into a hundred factions, all of which struggle for power. The Aeder People to the South still resent their masters, despite the many advances that were brought with the ancient conquest. Such things, men whisper, are not a fair recompense for their freedom and sovereignty. To the North, the Deepkin loom, a behemoth that dwarfs the fledgling empire. They have laid content for hundreds of years, but...such things can change quickly. To the East, the Cheng People have undergone a rebirth and renewal, claiming the Mandate of Heaven once again, renewed with new life and energy. And to the West sail a thousand ships of the fearsome Warclyfe and their powerful Storm Father, who the Corvan seek to comprehend. Can the Corvan people maintain their prosperity amongst this changing world? Or will they be trampled underfoot? Only time will tell.

Starting Location: The Corvan peoples reside in the fertile plains between the Spine of the World and the Mirror Sea, with a few settlements in the Aeder Mountains of the South.
Advantage: Culture, martial strength, assimilationist tendencies.
Description: Six prosperous cities, with fine arts, fearsome soldiers, and several different religions and ethnic groups.
Last edited by Lazarian on Mon Sep 20, 2021 11:04 am, edited 2 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Sep 20, 2021 11:30 am

Holy Tedalonia wrote:
City State Application
Name:Varra
Leader:Luthor Saelon
Short History:
Sons of Varrus, Children of Saladon, Those who claimed the verdant plains. There are many names for the kin of Varra. They care little of war, merchants, artisans, and farmers of heart, when they spend time not exploring the vast plains.

They are the first pillar of Saladon, a beacon of light in a wild land. Settled by Varrus Saelon, the great ancestor and father of Varra. He would be the first to rule Varra, but not the last. His son, and then his son's son would be follow suit. Until the male blood line would eventually run out, and a daughter of Varrus would take the throne. Bearing the name Chieftain, so that it would be clear to all, that she rules the Pillar of Varra, and no one else.

She and her council, are known as the first pillar, the first government to rule on these plains, and the first beacon of Saladon. They are poised to guide Varra through it's many troubles and gains for years to come. Acting as the city's protector and leaders.

The society has lasted long, and its years had been met with relative peace.
Starting Location: N/A
Advantage: N/A?
Description: A citystate containing a confederation of clans. They are the only city on the Saladon plains, and intend to keep it that way.


Lazarian wrote:
City State Application
Name: Corvus
Leader: The Soulan Council, headed by Pacate Auron Thornspear
Short History: Who are the Corvan people, exactly? Where did they come from? And what is their history? Well, like any civilization, it depends on who you ask. To some, the Corvidians are savage conquerors. Cruel and barbaric warriors who wear the skulls of wolves upon their shoulders, with fierce faces covered in tattoos and markings, to whom honor is a foreign concept. Crimson devils, who claim victory through trickery and treachery. To others, they are brave protectors and friends, who arrive during times of need to bolster the walls and shed rivers of blood for their allies. To others still, they are merchants and peddlers, craftsmen and swindlers, who are found in every settlement with their wares, haggling ceaselessly from dawn until dusk.

The truth is somewhere in between, of course. But if you ask the Corvan themselves - they are the Sons of the Prophet Corvus, who took them from the scorching deserts to the lush plains. The first man to be blessed with the gift of Fire, given by the Many-Colored Crow. They have lived here on the banks of the sea for a thousand years, carving out their place in this world. They are a proud and pragmatic people, who hold ambition and greed as virtues. Their settlements burst with art, music, and luxury, and to be Corvan is to know prosperity. To be Corvan is to be strong, clever, and enterprising. And hard-headed. And quarrelsome. They are a contentious and difficult people, to say the least.

But recent times have been...troubling. The omens of the Four Aspects have been turbulent. While some declare the many peoples and beliefs of the fledgling Empire to be a strength, their society is splintered into a hundred factions, all of which struggle for power. The Aeder People to the South still resent their masters, despite the many advances that were brought with the ancient conquest. Such things, men whisper, are not a fair recompense for their freedom and sovereignty. To the North, the Deepkin loom, a behemoth that dwarfs the fledgling empire. They have laid content for hundreds of years, but...such things can change quickly. To the East, the Cheng People have undergone a rebirth and renewal, claiming the Mandate of Heaven once again, renewed with new life and energy. And to the West sail a thousand ships of the fearsome Warclyfe and their powerful Storm Father, who the Corvan seek to comprehend. Can the Corvan people maintain their prosperity amongst this changing world? Or will they be trampled underfoot? Only time will tell.

Starting Location: The Corvan peoples reside in the fertile plains between the Spine of the World and the Mirror Sea, with a few settlements in the Aeder Mountains of the South.
Advantage: Culture, martial strength, assimilationist tendencies.
Description: Six prosperous cities, with fine arts, fearsome soldiers, and several different religions and ethnic groups.


These both look good to me. J'accept. I'll have you two added to the lists shortly.
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 » Mon Sep 20, 2021 11:36 am

Tag!

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Pragia
Powerbroker
 
Posts: 7634
Founded: May 08, 2012
Inoffensive Centrist Democracy

Postby Pragia » Mon Sep 20, 2021 2:09 pm

City State Application
Name: The Magisterium of the Eleskar
Leader: Pallamus Eleskar
Short History: The Eleskar were once a tribe of hunter gatherers in the far north, who were seasonal farmers. Due to the harsh land they hailed from, they turned to ritual and magics to create food to survive. This caused them to migrate southwards, into the headlands of the Great River which feeds the Republic. The Eleskar developed early writings and education, becoming a stratified, organized society of learned magi. The marriage of magical prowess to their polytheistic faith as well as their government has resulted in them advancing socially and in their studies of the Arcane and mundane world. The Magisterium is led by a royal line of the Eleskar, whose scions are selected by a council of 7 Magisters, who are in turn appointed by the Eleskar leader from among the most accomplished magi. Eleskar society is driven by reasoned discourse and philosophical debate, which the Eleskar and the Magisters entreat with.

The Eleskar in the previous age were a curious and exploratory people, sending their brave Kelskar scouts far abroad to seek out other lands and peoples. In more recent times, this sentiment has turned to expansionism, with the Eleskar setting a blue water port to their east and transferring their fleet there. Though their society is stratified, following recent events, the magisterium has opened its doors to visitors from their selected favored neighbors, most notably their downriver neighbors of the Republic and the far away men of the Raven. Matters of the arcane are still sacrosanct, and not shared with outsiders, but with the rise of Tyraal's Men of Stone, it has become apparent that their magical prowess is beyond reproach
Starting Location: The Great River Headlands, eastern coast, exploration northwards into the tundra.
Advantage: Arcane Knowledge and Dependance.
Description: One Major City (Eleskar, the City of Mages), Two Minor Cities (Kelskar and Talkorar). Large frontier settlement by non-magical populations. Large Population of Magi/Scholars with Golem workforce in Eleskar, more non-mages in Minor Cities. Very homogenous and somewhat xenophobic, high living standards for magi.

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The Empire of Tau
Minister
 
Posts: 3366
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Mon Sep 20, 2021 3:59 pm

App is done

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Sep 20, 2021 4:55 pm

The Empire of Tau wrote:City State Application
Name: Republic of Machaka
Leader: Presiding Speaker Johari Attah
Short History: The Republic of Machaka rests on a river, where it provides the civilization with plenty. Over its course, Machaka has become a center of knowledge and large-scale architecture. Expansion has been proved hard for the Republic as its military is not focused on growth by land grab. Instead, Machaka has built great grand walls to protect itself from raiders and attackers alike.
Starting Location: Don't know, but I'm on the map somewhere.
Advantage: Research.
Description: Machaka heavily centers around its single city bearing the same name. It is here where the very center of Machakan civilization is located, housing the greatest collection of knowledge in the world within the Great Library of Wisdom.


This all seems to be in order. J'accept.

Pragia wrote:City State Application
Name: The Magisterium of the Eleskar
Leader: Pallamus Eleskar
Short History: The Eleskar were once a tribe of hunter gatherers in the far north, who were seasonal farmers. Due to the harsh land they hailed from, they turned to ritual and magics to create food to survive. This caused them to migrate southwards, into the headlands of the Great River which feeds the Republic. The Eleskar developed early writings and education, becoming a stratified, organized society of learned magi. The marriage of magical prowess to their polytheistic faith as well as their government has resulted in them advancing socially and in their studies of the Arcane and mundane world. The Magisterium is led by a royal line of the Eleskar, whose scions are selected by a council of 7 Magisters, who are in turn appointed by the Eleskar leader from among the most accomplished magi. Eleskar society is driven by reasoned discourse and philosophical debate, which the Eleskar and the Magisters entreat with.

The Eleskar in the previous age were a curious and exploratory people, sending their brave Kelskar scouts far abroad to seek out other lands and peoples. In more recent times, this sentiment has turned to expansionism, with the Eleskar setting a blue water port to their east and transferring their fleet there. Though their society is stratified, following recent events, the magisterium has opened its doors to visitors from their selected favored neighbors, most notably their downriver neighbors of the Republic and the far away men of the Raven. Matters of the arcane are still sacrosanct, and not shared with outsiders, but with the rise of Tyraal's Men of Stone, it has become apparent that their magical prowess is beyond reproach
Starting Location: The Great River Headlands, eastern coast, exploration northwards into the tundra.
Advantage: Arcane Knowledge and Dependance.
Description: One Major City (Eleskar, the City of Mages), Two Minor Cities (Kelskar and Talkorar). Large frontier settlement by non-magical populations. Large Population of Magi/Scholars with Golem workforce in Eleskar, more non-mages in Minor Cities. Very homogenous and somewhat xenophobic, high living standards for magi.


This looks good to me as well. I'll add you both to the roster.
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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New Antarcticania
Minister
 
Posts: 3039
Founded: Oct 25, 2020
Psychotic Dictatorship

Postby New Antarcticania » Mon Sep 20, 2021 5:30 pm

Religious nut-job faction time, tagged.
Former Frozen commie hole somewhere in Antarctica. Now rebranded as an slightly less frozen and less commie hole somewhere in the South Atlantic, we out-navy the Russian Navy (This is less of a brag now. Isn't it?).

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Sep 20, 2021 6:25 pm

I start off being a vassal to Corvus.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Lazarian
Minister
 
Posts: 2040
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Mon Sep 20, 2021 6:42 pm

Ralnis wrote:I start off being a vassal to Corvus.

Oh? Did this happen in a development?

I mean, I’m cool with it.
Last edited by Lazarian on Mon Sep 20, 2021 7:08 pm, edited 1 time in total.

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Madmunch
Spokesperson
 
Posts: 118
Founded: Apr 27, 2019
Ex-Nation

Postby Madmunch » Mon Sep 20, 2021 6:56 pm

Tagging for a Japanese-based faction me thinks

EDIT

Just wondering. Do new apps start off as empires already or am i starting off as a small city state first?
Last edited by Madmunch on Mon Sep 20, 2021 6:58 pm, edited 1 time in total.
"Money makes the world go round"

Yes, I am a worshipper of Mammon....don't judge me

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The GAmeTopians
Powerbroker
 
Posts: 9808
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Mon Sep 20, 2021 7:01 pm

Madmunch wrote:Tagging for a Japanese-based faction me thinks

EDIT

Just wondering. Do new apps start off as empires already or am i starting off as a small city state first?

"New empires begin with a single capitol and a range of outskirts"
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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Madmunch
Spokesperson
 
Posts: 118
Founded: Apr 27, 2019
Ex-Nation

Postby Madmunch » Mon Sep 20, 2021 7:02 pm

The GAmeTopians wrote:]
"New empires begin with a single capitol and a range of outskirts"


Ah alright
"Money makes the world go round"

Yes, I am a worshipper of Mammon....don't judge me

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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Mon Sep 20, 2021 7:12 pm

Lazarian wrote:
Ralnis wrote:I start off being a vassal to Corvus.

Oh? Did this happen in a development?

I mean, I’m cool with it.

More like I accepted your god and opened trade while causing social upheaval. But Outsider powers with Teslanite is a neet combo.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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The GAmeTopians
Powerbroker
 
Posts: 9808
Founded: May 12, 2014
Scandinavian Liberal Paradise

Postby The GAmeTopians » Mon Sep 20, 2021 7:27 pm

Ralnis wrote:
Lazarian wrote:Oh? Did this happen in a development?

I mean, I’m cool with it.

More like I accepted your god and opened trade while causing social upheaval. But Outsider powers with Teslanite is a neet combo.

Corvus doesn't have the outsider - I do.
Empire of Donner land wrote:EHEG don't stop for no one.
It's like your a prostitute and the RP is a truck. The truck don't stop.

Member of The Council of the Multiverse community. Click me to find out more!

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