A Different World: The Age of Sand and Silver [OOC|Open]

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G-Tech Corporation
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Inoffensive Centrist Democracy

A Different World: The Age of Sand and Silver [OOC|Open]

Postby G-Tech Corporation » Wed Feb 21, 2024 9:06 pm

The Age of Sand & Silver


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

But in the end, it is your world.

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

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

Come, and tell the tale of the age of Sand and Silver.


A lovely little RPG, welcome all.

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

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

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

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

Right now, the roster of city-states is full - we are, however, accepting new Bands, which can be anything from a conclave of mages, to a wandering spear-host, or even a notable philosopher and his retinue. Come, gentle stranger, and tell with us the tale of the Age of Sand and Silver.

Code: Select all
    [b]Band Application[/b]
    [b]Name:[/b] (What name do men and maps know you by?)
    [b]Leader:[/b] (Who dictates the march of your men, their comings and goings?)
    [b]Short History:[/b] (Where did your coterie come from, traveller? And where are they going?)
    [b]Starting Location:[/b] (Come your men from sea, from star, from near, from far?)
    [b]Aspect:[/b] (What defines your wandering band from other tribes and kindreds? For what shall men pay you, or write your names in the histories?)

The City-States

The Bikanites | Cybernetic Socialist Republics
As the sun's golden light first graces the realm of men, it alighs upon the homes of the Bikanites. Led by their fearless Chief Muzir, these freeholding sons and daughters of former woodland tracksmen and humble hunters have founded their homes upon a wide river delta. Here, in the dry heights above the river's banks, deposits of brightstone gleams with an inner light like earthbound stars. And as though this blessing was not enough, stands of pale, pillowy cotton likewise greets the dawn here - their annual flowering a sight to behold. In the muddiest of the river's shallows meanwhile, where the reeds grow tallest - great flocks of birri-birds cry mournfully at their newfound neighbors; sharp beaks ever vigilant against those that threaten their nests. To the south and north of the Bikanites' abodes, the land rises into sparsely-wooded hills, dark and foreboding. The same can likewise be said of the land to their west, for it too is replete with hills between which their mother-river winds. Eastwards meanwhile, it empties out into a gray, white-capped sea.

Aeternum | G-Tech Corporation
The kindred which the coming dawn next alights upon are the sons and daughters of Aeternum, ruled by the illustrious Ar-Adûnakhôr. These Faithful - the mighty scions of star-cursed Pharazor - reside amidst the tattered splendor of their fallen empire - a temple-precint, some say - defiant amidst the ruins of a vast, haunted metropolis. Here, copses of wild prickle-pear trees grow tall amidst many a rubbled garden - and in the old canals the skirt her crumbling streets, clustered bands of great, forboding molluscs make for surprisingly fine eating; their night-black shells notwithstanding. In the wilds beyond the ruined city, where ruined brick gives way to scraggly hills, old mine-awnings yet gleam with Tennanite - the bone, if not blood, of Pharazor's Sin. West and north of Aeternum, the rivers of Tinuviel and Annatar wind their gleaming bodies through flat, wind-scoured plains - while east and south, the land rises into a series of sullen foothills - stepping stones to the mountains of the Tower; great and grim.

Thureosia | Ovstylap
The men of letters, ledgers and accounts that form the self-proclaimed city-state of Thureos are the next kindred the sun alights upon. Descended as they are from a union of bloodlines both native and from farther afield, Thureos can truly be said to be an alloy of many different nations. Amongst her people, the art of the written word, truthfulness and loyalty to the civic good are the qualities held in highest esteem. At least in principle then, these qualities should make them both fine merchants as well as fierce patriots. As for Thureos' evirons - the abundant deposits of cold, shimmering tin is the first thing noted by the chronicler's pen. Glistening shoals of silverfish are also reported by many a doughty fisherman - and silent stands of tall, green pinewood should at least make for easy fire-fuel. West of Thureos, the Tenel's waters ebb and flow into a great, green bay. Eastwards, the self-same Tenel's flow broadens into a wide, green river valley - while northwards, mountains rise. South, finally, broad, windswept plains go on, ever on, into the horizon.

The Py'therr'ans | GAmeTopians
The next kindred to greet the Sky-Farer's glory are the sons and daughters of leafy, river-girt Py'therr'a. Or Ittar's Maw, as they are rumored to call themselves. From their daub-and-wattle homes in the depths of their woodland vale, this elusive kindred are known equally for their fleetness of foot as they are they love of the distant horizon. Along the sunny banks of their river-girt vale, many a stand of golden wheat greets the dawn come harvest time - heatlhy food for many a hungry belly. Would-be farmers do well to mind their shoots from flocks of ever-hundry deer, however - for their bleating countenances bely an eery silence in movement; not to mention a swiftness of hoof! The wealth of their flocks are almost as storied as the true treasure of Ittar's Maw, however - the stones which float into the sky, in all defiance of reason and decorum! 'Floatstone', men dub this rock - and scratch their heads at whatever use they might make of it. South of Ittar's Maw, the land rises into a row of sullen, densely wooded hills, while eastwards, as the run rises - and north also - the riverland thickens into lush, green woods. Westwards great mountains loom, tall and white-capped, from the forest murk.

The Tamaraski | Elerian
What can men do against fate's reckless hate? Ask the Tamaraski, and the answer an intrepid seeker might get is usually somewhere along the lines of: 'Pay it, and make it go away'. A fitting answer it is, also - and not an entirely surprising one, for the Tamaraski are nothing if not aglut with wealth. According to their own tongue, they name themselves descended from a kindred in flight - a mass of the humble, the exiled and the outcast, blown to the seven winds by the machinations of cruel sorcerers. To this day, therefore, magic and those that practice the so-called 'Invisible' Arts are ill-attested in their lands - and a common Tamaraski superstition, a three-fingered circle above one's breast said to ward off evil spells, is known on sight by travellers almost the world over. Their city - the eponymous Tamarask - is said to be a dour hilltop settlement overlooking wild woodlands to the east and north, and coastal riverlands to the west and south. Why the Tamaraski chose to settle for hillside springs when the banks of a winding river lay within but a few days' march of their hilly doorsteps is soon evident, however. For gold, by all the gods, sits within Tamarask's hills. In the deeper dells and sumps between them, puddles of fragrant bitumen bubbles naturally to the surface - and stands of maize, fat and purple as the sky at dawn, are mentionable also.

The Soleriah-Dunest | Honghai
If there ever stood doubt in the hearts of mortal men that magic and sorcery were real and true forces in the waking world - then those doubts should be well and truly dispelled by a single word. Or two, rather: Soleriah-Dunest. The curious kindred that bear this name are said to be at home in the depths of a vast, swampy wood - one not too distant from a sea-girt coast. Those in the know name them a fusion of two vastly different tribes - the matriarchal Dunest, furious woodland warrior-women, and the sorcerous Soleriah - a kindred said to be blessed by insidious magic in their very veins. Their homes are blessed by wealthy deposits of copper, to be sure - and great herds of night-eyed deer, with furs as red as the sun at dusk. More insidious, however, is the presence of the so-called 'Black Goo' - a dreadful living mass of liquid, inky darkness spawned, some say, from the very dark between the stars. This star-spawned goo, once properly 'bonded' to a mortal host, is said to grant an inhuman fierceness in battle, at the cost of a ravenous appetite for blood and flesh as well as the taking of thoughts, desires and even memories - succumbing all into a single black dream of sorcerous servitude. Not for nothing, then, are the Soleriah-Dunesti reviled by many as unnatural slave-takers and dangerous magi; fireside monsters of a darkly dreaming wood.

The Akan | Lazarian
Lastly, in a market town high up in the Intaba Hills, like the Akan. A fierce kindred are they; free and fair - dark of skin and strange of faith. Known in equal parts as wise mystics and skilled foragers, their gatherings and clan-halls are ruled by an assembly of their foremost priests. These devout worshippers of the Great Vast Sky, or Amafu - are, curiously enough, somewhat hesitant in saying His name out loud; lest His attention - and stormy ire - be drawn to mortal affairs. According to their own tales, the Akan and their kin have been natives of their hilly homeland since the brothers Sun, Sky, and Moon first arose out of the nothingness and carved the earth from mud. As such, the bustling settlement that forms their capital is a relatively new occurence - for the Akan lived lives of wanderers and nomads in years past. No more, however - as both their homely stature and worldy knowledge have advanced greatly since then, with collaboration between the tribes leading to a formalized system of writing and metalworking alike. As for their land in of itself, flax-flowers - pale as dawn and veined with sunlight - grow there it in modest profusion. Their thickets stand well clear of the great plinths of granite that dot the area - fond fodder for industrious artisans and stonecutters alike. Lastly, sprouts and vines of a particular breed of tasty yellow grape - the Intaba Gold - sprawl most eagerly therabouts.

Oraispol | The Empire of Tau
The venerable capital of the just-as-venerable 'Empire of the Pure' - or 'Aversarinas Aautokrata' - has seen better days. Its homey fields are still as flat as flatcakes, however - and though the glory of her heyday is now supposedly long lost to crumbled mudbrick and neglect - the civil war did not completely undo her. See her mudbrick towers, her painted statues and her walled gardens. See her souks and tenements and thoroughfars. See all this, and know: Oraispol is still the proud and ancient heart of a proud and ancient empire. Her collumned avenues still throng with people, and her souks and plazas yet echo with the daily call of procession and prayer-songs. The infamous Red Queen of Oraispol, Seraphina - reigns here with enough malice to still it all with a whisper. In time, it remains to be seen wether it is Oraispol which will reclaim the glory of the ancient Empire of the Pure, or one of her sister cities - Xilikoi, Asiupoli or Voreias - but that is as may be. While Seraphina's will abides - Oraispol endures.

The Aversarinas Aautokrata
The wayward sister-cities of Oraispol - former member-cities of an ancient empire, and now contenders for its reunified throne. Woe betide them.

Known as the ‘Eastern City,’ Asiupoli is an unfathomably rich metropolis. It has become the second-largest city and single biggest trade hub due to its location as a critical trade junction. Goods flow in and out, bringing exotics and precious metals into its urban streets. With its native spice plantations and gem mines, wealth comes naturally and frequently. Given the status of Asiupoli, it has been unofficially recognized as the ‘Second Capital’ of the Aautokrata. In the chaos of the Imperial Civil War, the trade barons and nobility propped up Aautokratir Philetus as the rightful heir to the throne. Despite their claims, Philetus and his sponsors have not done much since the collapse of the Aautokrata. If anything, they seem more than content with managing the eastern half of the Aautokrata and its colonies.

The fortress city of Voreias is one of the few remaining seats of Imperial power in the far northern regions. Stemming the barbaric tide of tribespeople, Voreias is a mighty bastion of stone and sophisticated military engineering. No matter how many wall breaches or assaults, nothing has properly brought down Voreias. Arch-Legon Pavron has resisted the northern migrations since being called to the colonial frontier to fight against the barbarians. He also sees himself as the proper heir to the Empire, akin to the many wannabe ‘Soldier-Emperors’ throughout the Aautokrata. Unlike the others, Pavron has the legal authority (by the odd technicality of Imperial law) and the Legions to defeat anyone on his way to rulership. Parvon dreams of restoring the Aautokrata, but the bloody barbaric filth has been stopping that. There are only two outcomes, Parvon marches back to the heartlands, or the tribespeoples continue onward deeper south in their migrations.

Faith in Imperial Humanity has faded, giving way to heathenistic beliefs. These new ideals and religious thinking have found a home in the western city of Xilikoi. The masses have seen a new light, preached by rebellious Saints that depicts Imperial Humanity and the Aautokrata as evil. They are right in their philosophy. Imperial Humanity justifies pursuing power and bloodshed in ruling the Aautokrata. All Aautokratirs and Aautokratias are nothing more than power-hungry Magi-rulers who seek neverending power and enslavement of others. Equipped with his newfound knowledge, the people of Xilikoi are hellbent on creating a new world based on justice, freedom, and tolerance.

Other Non-Player Cities & Kindred

The kindred of distant Vanikar is something of a mystery. Famed as fine traders and bold mariners in equal measure, these cunning merchant-adventurers have raised their homes on the shores of a sweltering jungle island. There, in longhouses roofed with painted palm fronds, their day-to-day affairs are ruled by an honor-keen council of their wealthiest Planter-Lords. As their names imply, the chief source of their wealth - and also skill in sailing, envied longevity and rougishly handsome bearing - is said to be the ground embers of a mystical herb dubbed 'Fireroot'. It is a fine spice, scholars agree; and rightly valued as a certain cure for many a bitter ailment. Known to some as gaudy cheats, others as intrepid merchants and to all as eerily skilled negotiators - it is never the less hardly a wonder that some men do scoff at the Vanikari as braggarts and vagabonds of the sea. But then so what? - rebutts the Planter-Lords. Their prices are as fair as the seasons - at least according to Vanikar say-so - and besides; since when was a kindred as grand as theirs not worth bragging about?

A great, gray blight upon the land are the Aurma. Ever hard are they at their toil, wrenching iron ore from the bones of the world - for slave-takers are they, and pit-miners - fiercely religious ones at that. Within the mine-ways and slag-shafts of their homeland, the so-called 'Land of Divine Riches', toil and prayer-songs go hand in hand. Theirs is a precariously positioned home - a section of rubble-strewn flatland devoid of mountains, where bronze-backed men sweat and suffer - haunted in equal parts by the lashes of their overseers and the prayer-songs of the Aurmani's ashen priests. Flocks of ragged sheep bleat hither and tither, food for many a cookfire - thralled in turn to great, milk-pale saltlicks; tall and glorious amidst the stony earth.

Dark as dust are the children of Panjal-Pir - yet bright their teeth and light their laughter. High amidst the dust-choked valleys of the Southern Spine, at the mountain oasis called the ‘Crown of Mercy’, the High Queen of the Panjali and her courtiers hold their councils. Their necks are ringed by copper bands, and their earlobes hung with glistening pebbles as pale as mother’s milk. Curiously, it is said that the liar’s art is sacred amongst them – for to lie well is to shape mortal truth to one’s own will. Any man or beast that seeks to tread the high passes may do so only with their blessing.

The Yue
A people of the plains are the Yue; born and bred there in body, if not in spirit. Granted, theirs is a settled kindred now - but there are yet many amongst them that in their hearts recall what it was to roam roughshod under strange stars, wild and free. Their home is the once proud city if Old Shohin. Though her walls are long crumbled and the splendor of her markets long since dimmed - she lingers still. And her fields, to be sure, yet bares fruit. Of grapes, pale and juicy, with a taste to gladden the heart of many men - and flaxen flowers also, pale and beautiful. Lastly, deposits of granite is still dots the land, breaking the monotony of hill and dell with staggered, wind-scarred gray.

The Solum
The Solum are a kindred well-accustomed to hardship. As scions of refugees, vagabonds and wanderers - their ancestors were once drive from lands far afield. Not for nothing, then, do some men claim the Solum as insular, dour and taciturn. But the Solum are also a kindred well-accustomed to the favor of their gods. For it was the divine visions of their magi and soothsayers that ended their journey, all agree - and saw them safely ensconced in the lands they now enjoy. The hall of their principal chief, one Sveni of Myhr, stands proudly upon the shore of a vast freshwater lake. All about are vast woods that run the gamut from foothills in the north and west to river-girt plains in the south and east. The foothills in question are riddled, men say, with veins of purest silver - and if this was not enough to mark the land itself as divinely favored, many of the trees thereabouts grow mightier than in any other land. Redwoods, after all, are as wide as men are tall. Herds of shaggy aurochs graze peacefully in the shade of their mighty boughs - well at peace with the world.

From their throne in fair Garagos, the shield-kings of all Gaar have tugged their forelocks, pleated their manly skirts, and ruled their realm with justice for scarcely a century. But that is as may be, say the Gaar. For as the warriors of their royal host display both skill and bravery, so too do the royal forges likewise marry tin and copper into firm, flesh-mangling bronze. From their capital’s tall towers of worked stone, the kings of their hilly land have raised high their war-banners, let loudly blare their bronze trumpets, and declared for one and all the permanence of their rule.

Ruled by a caste of reed-masked sorcerers, the so-called ‘White Masks’ of Apakoto are known by many epithets: spirifers, blood-callers, reed-sisters. And peddlers of superstition too, some say – but hardly to their faces. At home in their great, stinking stronghold in the fens, this windworn tribal confederacy holds no council but their own - and should the White Masks decree it, their warbands stand ever ready to defy the world. Their earthen walls and tall palisades are wide enough to let three men march abreast, and their seasonal Barter-Meets are said to be most impressive.

The Black Road

Gran Cruw

The Moga Daar
Trackers and herdsmen, the Moga of Daar are a wandering kindred more than a people in truth, calling themselves the Hundred Bands where more civilized men would look for a more durable name. A small portion of their strength makes their home at Daar-an-Rammos, ancient seat of the Second Striding, first son of benighted masters of the Moga, where a river pours into the Endless Ocean. A savage but warlike kindred, they are fierce friends and implacable foes after their simple customs.

The Watchtower
The Watchtower is an old power. Old in memory, at least, though waning in fame – and clearly disdainful of the younger thrones of the land; whom by the reckoning of their robed elders are named ‘Upstarts’. From their towered mountain stronghold, the Copper Court, cyclopean walls and foreboding manses stand proudly – watched, all men know, by great, beastly minders of living stone and plated copper. Not for nothing then, are the masters of the Court known as ‘Golem Lords’. Their mastery of the arcane are said to be unsurpassed by mortal ken – and they guard their secrets dearly.

And many, many more.
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: 63863
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Feb 21, 2024 9:09 pm


These are the fundamental political unit of civilization in this RP. You rule one of them, including, perhaps, some other settlements. They will likely rise and fall beyond your borders also, but that is as may be. Ruled by a Government, defended by a Military, populated by Citizens, and composed of both Land and Buildings, these are what you will pay most of your attention to- rule them wisely. Non-Soldier citizens may be forced to migrate to another settlement, at the cost of five Stability.

Your people who make your goods, work your land, fill the ranks of your armies, and riot when you don't feed them. Treat them well, or you will regret it. You gain one more Peasant every five turns for every five Citizens your city-state already has. Unhoused Citizens cost 2 Stability every two years.
Peasants: The most fundamental unit of any civilization, subsistence agrarians with little education or ambitions. They produce but a single Labor, and may only work in Rural Districts, unless supervised through the tech 'Mass Labor'.
Slaves: Only granted by specific government types, or events. Slaves produce three Labor, essentially always counting as doing Forced Labor, but hurt Stability, and may not be recruited into most militaries.
Freemen: Slightly educated and upwardly mobile citizens. Very useful, because they can be turned into many types of specialized labor without any particular training. Otherwise, identical to Peasants. When population grows, one in every five Peasants may be promoted to a Freemen at no cost.
Scholars: The educated elite of your city, only slowly drawn apart from the regular populace, but absolutely vital to both administration and advancement. They may Innovate or Learn, either gaining Advancements to the tune of a single Research Point or 'RP' per turn, via studying the knowledge of nearby civilizations, or pursuing cutting edge ideas and research. They do not inherently produce anything - except their single research pont.
Artisans: The skilled workers of your city-state, men and women of craft who convert resources into Wealth and Wealth into Industry for the whims of your government. These aspiring individuals will raise your walls, dredge your canals, and oversee your greatest projects. Produce one Wealth by default, but may trade this for the ability to convert 2 Wealth into one Industry instead, chosen turn by turn.
Soldiers: Whether armed by conscription as a skirmishing militia, or bronze-clad lords of war trained from birth, Soldiers are necessary to prevent chaos and ensure what is yours remains within the confines of your city instead of in the loot-wagons of barbarians and maws of beasts. They carry an initial cost 3 Wealth and 1 Industry, and consume double the Food of regular citizens, rounded up. May be demobilized into Peasants at least four years after they were raised. Will not perform Forced Labor.
Explorers: Very situationally useful individuals, sent out into the wilderness by their kinsmen to chart new horizons and, when the times call for it, settle those same horizons. They draw no support from your civilization (when exploring), but are also effectively useless outside of their assigned roles, individuals of wanderlust for which the plow and the book hold no love. Explorers may useful in the following ways:
-Dispatched on Expeditions, which will discover the nearest undiscovered city-state's location. Expeditions require 4 Wealth and three turns to complete.
-Explore new Areas, which will survey an area in a given direction of the compass, and make note of its general terrain as well as useful resources. Explorations require 3 Wealth and one turn to complete.
-Act as Scouts ahead of an established force, wether this be a caravan of intrepid traders or a war-party of bronze-clad marauders. Generally increases their chances of success. Scouting trips cost nothing.
-Establish Colonies. When Explorers found a new settlement, that settlement ignores both positive and negative stability for the first five turns. Establishing a settlement costs 10 Wealth per tile distant from its mother city, and requires 2 groups of Explorers working in tandem.

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

Population Growth
As a rule, population growth occurs once at the end of every fifth turns - generally marking the coming of a new generation. Each civilization has a base growth of 1 Peasant pop, followed by 1 more per settlement. In addition to this, further Pops can be gained through various Advancements, like Childbirthing, works of Arcana, like the Rune of Health, and buildings, like the Creche. A civilization should take care to plan for these increases, lest civil discord arise.

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

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

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

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

Or, to put a more simple face on the idea, technology. But also, sometimes things which are less technology and just useful, like domesticating animals for the use of your civilization. Scholars deal with Advancements, and as a rule of thumb you are better off with them than without them. Scholars develop new Advancements via the process of Innovation, which is inherently erratic and volatile. Your Scholars may at any time be devoted to studying an Advancement of a city-state you have contact with, or to seek new knowledge - which grants a set amount of progress known as "Research Points" - every turn. These points are accumulated to gain insight into a new area of your choice. Advancements thus gained cannot be shared, only access barred to 'enemy' Scholars.

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


Both the various civic policies as well as government types described below each cost a single 'Civic Point' to implement. Such points can be gained from a variety of different advancements and buildings, including Code of Laws, Governance, Early Empire and the Stelae, to name but a few. Spending a Civic Point on changing your society's government type from anything other than Tribal Despotism involves a great deal of social upheavel, and will a 33% hit to your Stability, rounded up.

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

Tribal Despotism: No particular bonuses or drawbacks - the starting government of all cities.
Stratocracy: Where men are wolves, soldiers rule the land. Soldiers unassigned to other duties may produce Labor. An increased focus on reaving and supremacy gifts the warriors of a Stratocracy a good chance to avoid enemy patrols. However, increased demands from the soldiery mean they must be housed in good dwellings- failure to do so will result in losing 2 Stability per turn for every insufficiently housed Soldier.
Republic: Men elect other men to stand in a conclave and represent their interests. This social contract enhances popular cohesion, giving each city +2 Stability every two years, but costs a small amount of wealth to maintain as it expands, a modest but existent bureaucracy which claims one Wealth per city in the same period.
Plenar Democracy (II): Through the collective wisdom of learned men and women, great power is brought to bear. An advanced form of Republic, a Tier II Government. Gain +5 Wealth split between settlements (excess to the capital) whenever an advancement costing at least 7 RP is completed without assistance from another empire. Soldiers of such a prosperous republic cost 1 Wealth per turn to maintain, and the bureaucratic maintenance inherent to a republic is increased to 2 wealth per settlement.
Theocracy: All men have faith in something. Where those feelings go further than their belief in the state itself, theocracy results, wherein religion enters a position of primacy in both personal and political spheres. +2 Stability from Shrines, +4 Stability from Temples. Soldier and Citizen-Soldier Morale increased. -2 Wealth per settlement for lavish rites, +2 Food Consumption per Scholar for religious feasting.
Magocracy: Wise men of magic lead the society, and are expected to prove their worth to the people. Scholars produce Labor when Enchanting. Peasants are less content due to a lack of opportunities, reducing Stability by one per turn.
Monarchy: Sometimes hierarchical power concentrated in the hands of the elite allows the most optimal distribution of labor and resources. For the benefit of the elite, at least. Allows the construction of the Royal Palace and Noble Estates.
-Royal Palace: No Cost. +4 Stability, -3 Wealth, -3 Food per turn. May only be built once. Allows the construction of Noble Estates across the kingdoms. Size (IV) Urban. Requires Monarchy.
-Noble Estate: [Labor 5, Wealth 4, Industry 3] +1 Food per Garden or Farm in this District. Adds 1 Wealth to the Palace Economy. Size (II) Rural. Maximum one per District. Requires Monarchy.
Oligarchy: All men have a voice in this system, but those who are richer speak more. Districts that produce at least one Wealth produce one more, and the Artisan conversion rate is improved. Settlements that do not produce Wealth via active income lose two Stability every two years.
Hegemony: Consolidated voting blocks and entrenched interests have led this Oligarchy into a state where several key families and merchant Houses hold most of the sway over the politics of the state, despite the continued participation of large coalitions of lesser families and clans which the greater Houses court. An extension of Oligarchy. Requires Living State. Artisans count as two Workers in a District, and Natural Philosophy is improved. Settlements that do not produce Wealth via active income lose a further four Stability every two years. Peasants produce Discontent.

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

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

Republican Civics
Citizen-Scholars: As society grows more content, time is set aside for the leisure of the gentleman and lady to pursue intellectual merit. In a single settlement, every 3rd Scholar up to the 9th gains +1 Research Points. For every point of Research so produced, three Stability is consumed. Requires Republic.
Stratified Rights: All men are free, but some men are freer than others. Their rights must be earned through hard labor. Once per turn, by the judgement of their peers, a society may convert a Peasant into a Servile at the cost of 2 Discontent and 3 Wealth. Requires Republic.
Educated Soldiery: The truly learned men are those who know how to learn - this value is clear both on and off the battlefield. When raising soldiers, if the population being converted are Freemen instead of Peasants, they instead become Career-Soldiers. Career-Soldiers have experience Tier 1: Militia, and cannot be reduced below this tier when replenishing.
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 60 Wealth and 30 Industry a settlement may increase its Wonder Cap by 1 once. Requires Republic.
National Corvee: Working for the state is a loathed but necessary duty. Populations may be activated to produce one Labor exclusive of other activations, at the cost of two Wealth and one Discontent. Requires Republic.
Labyrinthine Bureaucracy: As the state undertakes great works, she mobilizes her administration toward this end. Gain a civic point from your first constructed wonder, and another civic point from every two additional wonders your empire possesses. Requires Republic.
Public Education: An educated state requires educated voters, or it will fall into ruin. During Population Growth one Peasant may be promoted to Freemen for every Scriptorum in a Settlement. Requires Republic.

Theocratic & Magocratic Civics
Mystery Cults: Allows the creation of the Temple School, an annex to an already established Temple. When staffed by a Scholar Pop, any Temple with a Temple School attached produce +1 RP. Requires Theocracy OR Magocracy.
-Temple School [8 Labor, 6 Industry]
Sacred Crafts: Worship to the gods via the work of hands is not only encouraged, it is mandated. Temple Districts produce +2 Wealth and +1 Industry. Requires Theocracy.
Warriors of Faith: All of the pious must ever stand ready to defend the truth from evildoers. Peasants may operate Barracks and Bastions. Armies are one Wealth and one Industry cheaper to raise per active Barracks if a Temple exists in this Settlement. Once per Generation, gain a significant boost to morale and a modest boost to combat prowess in a battle. Requires Theocracy.
Ordained Divinations: By making divination a fundamental basis of our society - the state, and the divine, is ever present. Once per Generation, up to 10 Discontent can be removed from a settlement at a cost of 3 Wealth. Requires Theocracy OR Magocracy.
Fertility Rites: The pleasures of the flesh are sublime in a way that transcends other earthly experiences, bringing the faithful closer to the divine. Each Settlement gains +1 Peasant per Generation. Each unhoused Pops generates a further +1 Discontent. Requires Theocracy.
Innovative Magi: When great minds think alike, there is seldom argument. For every 10 Enchantment consumed, gain 1 Research Point towards a School you do not already possess of your choice. Requires Magocracy.
Stratified Magocracy: An entrenched system of magical hegemony, where the mundane suffer for the good of their betters. Scolars produce one more Enchantment and Labor, and reduce Discontent by two when enchanting. Other populations produce one Discontent per year. Requires Magocracy.
Apollonian Idealism: Scholars reduce Discontent by one every year. Each Settlement produces 1 extra Research Point. Requires Stratified Magocracy.

Oligarchic & Monarchic Civic
Heraldry: Great Houses of proven lineage rule the land, coordinating her activities and owing fealty in turn to their betters. Districts that produce at least one Wealth produce two more, and the Artisan conversion rate is further improved. All Peasants produce -1 Stability. Requires previous Oligarchy OR Monarchy.
Patronage: Wealthy men subsidize the learning of lesser classes to gain allies in the future. Any city may educate a Freeman once per two years for 4 Wealth. During their education, these Freemen produce two bonus Labor. Requires Oligarchy OR Monarchy.
Apprenticeships (II): The organization of artisans and craftsmen along lines of experience increases productivity and innovation, both for the state and the individual. Every three Artisans produce one (two) Labor. On any given tech, add +1 (+2) RP if at least 2 Scholars are spending RP on it in the current turn. Artisans and Scholars may not perform Forced Labor. Requires Oligarchy.
Guild Trades: Every man, even the most humble, has a chance to rise if he gains the favor of a patron through craft, encouraging even the most menial to dream of better. Their projects and innovations are things to behold. Labor may be converted into Industry at a 4:1 ratio. +1 Remote Harvesting quantity. Requires Oligarchy.
Houses Major and Minor: The competition between leading families for glory and honor motivates all men to strive onwards, ever onwards, as any man may rise. One Peasant is promoted to a Freeman every generation in every settlement. This costs 5 Wealth. For every Peasant so promoted, the capitol gains one Peasant in growth. Requires Heraldry.
Philosopher Kings: +1 Research Points from Noble Estates. Requires Monarchy
Noble Retinues: Noble Estates reduces the cost of training new Soldiers by -2 Wealth and -1 Industry. Requires Monarchy.
Natural Philosophy: If an Artisan produces Industry, they also produce 1 Research Point. At the same time - Scholars now consume 1 Wealth. Requires Oligarchy.

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

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

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

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

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

Barracks: Labor III, Wealth I, Industry II | A simple housing unit for guardsmen and soldiers in peacetime, reduces mobilization cost by one Wealth of a Soldier every turn | Urban
Training Grounds: Labor II | Drill fields and muster yards, allow the mobilization of one more Soldier every turn beyond the standard one | Urban (II)
Bastion: Labor V, Wealth VII, Industry V, 10 Stone, Siege Engines | An impressive fortress capable of housing a thousand citizens, fitted with skorpions and supplies to last over a year of siege. Her dressed stone will be hard to break even with mighty force. | Urban (III)

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

Paddock: Labor III, Tame Herd Animal | A large fenced enclosure where domestic animals can roam, providing food to a city-state. +1 Food, +1 Hides | Rural (IV)
Hunting Grounds: Labor I | A section of woodland or grassland set aside for hunting and gathering. +1 Food | Rural (V)
Garden: Labor III, Domesticated Plant | A small plot of edible plants. +1 Food | Rural
Farm: Labor IV, Wealth I, Agriculture | Just your average subsistence farm. +2 Food | Rural
Paddy: Labor VII, Wealth II, Paddy Agriculture | An intensive form of farm only available in Riverlands. +3 Food | Rural
Irrigated Farm: Labor VIII, Wealth III, Channelication, Agriculture | Upgrade from regular Farms. +4 Food | Rural
Plantation: Labor III, Wealth III | An establishment given over to producing something better than food, but still of a plant-like bent. +1 Agricultural Resource. | Rural (III)
Orchard: Labor III, Wealth II, Arboriculture | A cultivated field of useful trees. +1 Food, +1 Resource (Forest) | Rural (II)
Timber Camp: Labor II | An entire region given aside to logging. +1 Timber | Rural (Forest) V
Clay Pits: Labor I | This section of land near a stream or river has been given aside to pulling useful clay from the soil. +1 Clay | Rural (Riverlands or Flatlands) (IV)
Quarry: Labor II | A region given aside to extracting stone from the earth. +1 Stone | Rural V
Deep Quarry: Labor V, Construction | An entire complex laced with hollows and delvings. +2 Stone | Rural (Hills) (V)
Scrape Mine: Labor IV, Wealth I, Industry I | Shallows diggings where placer deposits are extracted. +1 Mineral | Rural (II)
Pit Mine: Labor IV, Wealth II, Industry II, Fracture Mining | A better version of the scrape mine, cut down into the earth. +2 Minerals | Rural (III)
-May be upgraded to Delving with Shaft Mining
Delving: Labor VIII, Wealth V, Industry III, Shaft Mining | Where pits are not sufficient, men cut tunnels down into the deep places. +3 Minerals or Stone | Rural (III)
Colonia: Labor VII, Wealth XX, Industry V, Colonia, Early Empire | Beyond the bounds of the city may lie things which the city desires. These fortified outposts gather these things. Constructed in adjacent region to settlement, produces 2 of a Resource sent to the home settlement.

Fishing Docks: Labor III, Wealth I, Industry II | Small boats put out to gain a banquet of silvery fish here. +2 Food | Docks (III)
Shipwright: Labor III, Wealth III, Industry II, Shipmaking | Here your people turn timber into seaworthy vessels, necessary for the construction of civilian and military ships | Docks (V)
Wharf: Labor V, Wealth I, Industry II, Shipmaking, Construction | Here ships ply their trade, transporting goods far and wide, bearing the troops and gold of civilization | +2 Wealth, +1 Max Trade Post | Docks (III)
Drydock: Labor VII, Wealth V, Industry IV, Refined Shipmaking, Construction | By giving shipwrights a dry place to work, immense vessels may be constructed at speed | -50% Construction Time for one Vessel at a time | Docks (IV)

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

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

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

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

Path Network: Labor IV, Sledges or Shipbuilding (River) | By transferring goods along a network of beaten paths via cart and wain, the prosperity of a region is improved. Increases land trade and travel range of a city by two regions. One resource per turn may be harvested in an adjacent region, one per city. | No land cost
Road Network: Upgrade from Path Network. Labor VI, Wealth III, Industry II, 4 Stone. The Wheel | Paving roads to allow the passage of carts improves how far traders may carry goods, and at what speed. Increases land trade and travel range by five regions, stacking with Path Network. Two resources per turn may be harvested from a single adjacent region. One per city. | No land cost
Granary: Labor IV, Wealth II, 3 Stone, Food Preservation | By holding harvested grains and flours, to be distributed when needed and preserved from rot and waste, small amounts of food may be stretched further to feed the masses. +1 Food per Garden or Farm in Region. Affects 5 Farms max. Does not stack. | Urban
Central Granary: Labor XI, Wealth VI, Industry III, 10 Stone, Central Granaries | These repositories of refined food and siege-supplies safeguard a city against starvation and distribute grain to the needy. +1 Food per Garden or Farm in Region. Affects 20 Farms max, without stacking. +2 Years Siege Holdout Time. 100 Peasants are born in this city each Generation. Maximum one per city. | Urban (III)
Shaduf: Labor III, Wealth III, Industry V, Simple Machines | Where fields must be watered, direct sources of water are wise. The region where this is built now counts as a Riverlands region. Must be built in Rural (Flatlands). | Rural (II)
Aqueduct: Labor VI, Wealth V, Industry IV, 8 Stone, Mathematics | Fresh water, wherever it is delivered, is always of use to a society. +1 Food per Garden or Farm in Rural District. +2 Pop Growth per fifth turn. | No land cost, Max 1 per Settlement
Simple Sewers: Labor VII, Wealth II, Industry II, Sewers | Though fresh water aids any city, sometimes removing other types of water is equally important. Improves city plague resistance, and increases Overpopulation cap by 1000 Citizens. | No Land Cost, Max 1 per Urban District
Treadwheel Crane: Labor X, Wealth XV, Industry V, 5 Timber, Refined Construction, Simple Machines | Raising high buildings requires immense amounts of labor, and cranes raise blocks and stones far above the landscape with ease. 1 Worker (any Profession). +2 Labor | Urban (I)

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

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

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

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

Skiff: Wealth II, Industry IV, 4 Timber, 4 Years, Clinker Shipmaking [100]: +25% Speed, +50% Stealth
Galley: Wealth II, Industry II, Fishing Docks, 2 Timber, 4 Years [200]
Bireme: Wealth III, Industry IV, Shipwright, 5 Timber, Shipmaking, 4 Years: +50% Hull, +50% Ramming [300]
Trireme: Wealth VI, Industry VI, Shipwright, 10 Timber, Refined Shipmaking, 8 Years: +150% Hull, +50% Ramming [300]
Quadrireme: Wealth X, Industry VII, Drydock, 15 Timber, Reinforced Hulls, 10 Years: +250% Hull, +100% Ramming [500]
Aership: Wealth XXII, Industry XV, 15 Timber, 5 Metal, 5 Aetherium, Sailborn Flight, 10 Years: 350 Hull, Flight. +50% Damage to Ranged Weapons. [700]

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

Domestic Crops
These are listed on a per-region basis, and may be transplanted. Having the same biome helps. It is expensive in terms of wealth to try to establish a crop type in a new region, but ultimately worthwhile if successful; ten Wealth does it cost to attempt a transfer of crops, and twenty for animals which have been domesticated or trees. The more types of Domestic Crops your people possess, the more potential sources of food and wealth they have access to- each Crop also provides flat food production to a region, perhaps most importantly.

Aetherium: An augmented form of Floatstone, this meld-metal drawn from the purple stone can bear men aloft with the greatest of ease. Refined in the Blast Furnace at a 3:1 ratio.
Blood Crystals: These dull red crystals tremble with a spark of strange, earthy life. When correctly refined at a Crystal Mill, they may substitute blood in certain Arcane Rituals.
-Crystal Mill: Generates 1 Refined Blood Crystal every turn. The Crystal Mill costs 4 Timber, 4 Stone, 10 Labor, 5 Wealth, and 5 Enchantment to properly erect.
Coal: Coal may be consumed to provide a settlement with 5 Fuel for her Constructions. Multiple Coal may be consumed in a single turn.
Cloth (Tailoring): Increases Wealth gain from converting Wool or Flax into Cloth by 1. Tailored Cloth may alternatively be produced, and consumed in a city to gain 3 Stability.
Emeralds: +1 Research Points, +1 Stability from Palace Districts upon consumption. Consumption requires 5 Emeralds at the capitol, and may only be accomplished once in a turn.
Rice: +1 Wealth from Farms, +1 Wealth and +2 Food from Paddies.
Last edited by G-Tech Corporation on Mon Mar 04, 2024 7:47 pm, edited 7 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: 63863
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Feb 21, 2024 9:10 pm

Advancements are listed with a cost of research points - or RP. These points are gained through a civilization's educated elites at the rate of 1 RP per 100 Scholars.

Agriculture: The art of things that grow - of coaxing life from barren soil and humble dirt - is the foundation of empires. | Required for the construction of Farms. | 5 RP, Domestic Crop
[Animal] Domestication: Allows the exploitation of a Beast with the Domestic Quality | 5 RP
Apprenticeship: Necessary to construct the Workshop. +1 Public Order per Year in Settlements with at least one Workshop. | Enhanced Construction, Social Hierarchy, Mass Labor | 10 RP
Arboriculture: Necessary to undertake the construction of Orchards | 5 RP
Arcane Smithing: Allows the manipulation of eldritch metal-bearing minerals. | Advanced Smithing | 15 RP
Arena Games: To know the adulation of the crowd is, in some small way, to touch divinity. Allows the creation of the Arena. | 10 RP

Bronzeworking: Allows the smelting of Bronze and the creation of Bronze Armor and Weapons | Smithing | 10 RP
Bureaucratic Oversight: Allows the creation of a Fund, which may have a specific Impact. | 10 RP
-Impact of Growth: +1 Pop Growth in Capitol at generation if 2 Wealth invested per Population in Empire.
-Impact of Knowledge: +Random Advancement at generation if 3 Wealth invested per Population in Empire.
-Impact of Frontiers: +Random Exploration at generation if 1.5 Wealth invested per Population in Empire.

Carpentry: Wood, and the art of its shaping, is a skill well worth the knowing. Required for Cottages, Catapults, Workshops and Pagodas. | 3 RP
Central Granaries: Unlocks Central Granary. Requires Living State, Refined Construction, Food Preservation | 10 RP
Ceramics: Unlocks the Great Kiln. Requires Pottery | 8 RP
Channelization: Unlocks Irrigated Farms. Allows Farms to be upgraded to Irrigated Farms for 5 Labor and 3 Wealth | 5 RP
Charcoalmaking: Necessary for the construction of the Charcoal Pit | 3 RP
Chariotry: Necessary for constructing Chariots | Wheel, Domesticated Mount | 5 RP
Childbirthing: +100 Peasants in the Capitol per Generation | 5 RP
Code of Laws: When laws are clear, swords can rest. +1 Civic Point. Necessary for construction of the Stela. | 10 RP
Colonia Defenses: Colonia are counted as possessing a Garrison and a Palisade. Requires Early Empire. | 10 RP
Companion Herding: +1 Hides from Paddocks. Requires Wolf Domestication | 5 RP
Contour Tilling: Adds +1 Food or +1 Agricultural Resource to Plantations | 5 RP
Currency: Unlocks Market. Allows the creation of Trade Posts with foreign friendly settlements within trade range. [Cost 1 Wealth per population. Adds bonus to Urban and Coastal Districts.] | 10 RP
Construction: There is more to the art of building than piling stone upon stone. Allows the construction of the Grand Wall. | 10 RP
Construction, Refined: Wonder Limit increased to one per settlement | 15 RP
Cistern Irrigation: Allows construction of the Cistern Network in Agricultural Districts in Desert Regions. | 10 RP

Distillation: Breweries may convert 1 more input, and the conversion rate is improved. | Fermentation | 7 RP
Drama: The practice by which men and women make themselves part fools, part heroes, and are bettered by it. Allows the creation of the Theater. | 10 RP

Early Empire: +Wealth from Palace Economy in every Settlement. +1 Conquest Penalty Reduction per Turn. +1 Civic Point. Unlocks Colonia. | 15 RP, Governance
Empiricism: If a City-State divides her Research between at least two Advancements in a two year period, her first two Advancements being researched receive one bonus Science. | Social Hierarchy, 4 adopted Civics | 8 RP
Encryption: Increases the time to study Advancements with Closed Archives by 2x base rate. | 10 RP
Espionage: Allows the formation of a Spy Network. Only a single network may be formed per level of Government. | 7 RP.
Extended Patrols: Active Patrols are doubled in efficacy per 100 Soldiers. Requires Military Professionalism. | 5 RP

Fermentation: Allows the creation of the Brewery Quarter | Fermentable Crop Comprehension | 7 RP
Food Preservation | Settlements may store up to 5 Food across turns. Unlocks Granary. | 5 RP
Food Preservation, Enhanced | Settlements may store up to 1 Food per 100 Citizens. | Food Preservation | 10 RP
Fracture Mining | Required to create Pit Mines, carved into the bones of a broken land. | 5 RP

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

Hoarding: Walls above the Fitted Stone Wall give an additional 25% Defense against Ranged Attacks. | Siege Engines. | 10 RP
Horn Lamination: Allows the production of Compound Bows. | 10 RP
Hull Keels: Allows the construction of Drydocks. | Trawling Nets, Shipbuilding. | 15 RP

Imbuing Rituals: Scholars produce one passive Enchantment per year. | 10 RP.
Insulae: Urban Districts now provide 5 Housing, but produce +1 Discontent. | Machinery, Refined Construction, Mass Labor | 10 RP.
Intensive Agriculture: Simple Sewers give +1 Food to local Rural Districts with at least one Farm-type building. | Agriculture, Selective Harvesting. | 5 RP
Intricate Webweavers: Allows the establishment of another Spy Network. | Espionage. | 10 RP.
Irrigation: Rural Districts produce +2 Food if built in Riverlands | 5 RP
Ironworking: Allows the creation of Iron Weapons and Armor. Unlocks the Bloomery. | Smelting, Iron Ore Resource. | 10 RP

Knowledge, Local: Harvested Resources may be consumed in a settlement with Scholars to add 1 RP to the Comprehension of that Resource. This may be done twice. -1 RP to the cost of Resource Comprehension | 10 RP, Empiricism, Natural Philosophy

Labor Coordination: If an Artisan is operating a District, they may add 1 Labor to a single Construction in that District to which another Labor has already been added at no cost. | 8 RP
Living State, The: +1 Civic Point. One additional Peasant is educated during population growth in the Capitol. Unlocks Tier II governments. | 15 RP

Machinery, Simple: Unlocks creation of the Treadwheel Crane and the Ballistae. | Bronzeworking or Ironworking | 10 RP.
Machinery, Complex: Unlocks Crossbows, +1 Labor from Treadwheel Cranes. | Simple Machinery, Labor Coordination | 15 RP.
Mass Labor: One Artisan per Settlement may supervise the labor of a Peasant or Slave, exchanging their normal Labor output for 1 Industry. | 10 RP
Mathematics: Required for Aqueducts and Catapults. | Writing. | 7 RP.
Mechanized Power: Enables construction of the Sawmill | Waterpower | 15 RP
Medicine: Unlocks construction of the Apothecary. | 10 RP.
Meritocratic Ascension: -1 Public Order in any Settlement with more than 20 Public Order. +1 Labor from every 2 Artisans. Education takes one Year less. | Social Hierarchy, Standardized Texts. | 15 RP
Military Professionalism: Allows advancement beyond Experienced for military experience. +1 Experience per Year per Barracks. Soldiers may replenish 25 members in any city every two years, but lose one Rank per replenishment. | Military Routines, Standardized Texts | 10 RP
Military Coordination: Enables Night Attacks, and improves ambush success odds. Requires Military Routines. | 7 RP
Military Routines: Allows the construction of the Watchtower | Mass Labor | 5 RP
Milling: Allows the construction of the Mill | Requires Domesticated Cereal Crop. | 7 RP.
Monumental Architecture: Wonders may receive a single upgrade or two minor upgrades at their same cost in Labor, Wealth, and Industry again. | 10 RP
Mystic Forging: Allows the creation of various Arcane Armors | Enhanced Smelting, Advanced Smithing | 15 RP

Nascent Philosophy: Necessary for the construction of the Forum. | 8 RP.

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

Paper: Closed Archives only decrease the studying rate by 1 RP instead of 2 RP. | 10 RP.
Paddy Agriculture: Necessary for the construction of the Paddy. | Agriculture, Domesticated Rice | 5 RP.
Patrolled Roadways: 1 Resource per Settlement may be transferred to another Settlement within 4 Regions with no Citizens to carry it | 5 RP.
Pillaging Companies: Upon conquering a Settlement, a friendly Army has a 50% chance to steal a Technology from the conquered Faction which it does not yet possess. 5 RP.
Pottery: Allows the construction of the Kiln | 3 RP
Prospecting: Significantly improves an Explorer's chance to discover new Mineral Resources in Regions which have already been explored when searching for the same. | 5 RP.

Reinforced Hulls: Unlocks construction of the Quadrireme unit. Requires Shipbuilding, Carpentry. | 15 RP
Religious Philosophy: Allows the construction of the Temple District. | 5 RP.
[Resource] Comprehension: Allows the exploitation of strange new resources, be they arcane or mundane. May be taken multiple times for multiple resources. |7 RP.

Saddle: Mounted Soldiers have their Charge Malus replaced with a +50% Charge Bonus in open terrain. Allows the training of Cavalry. | 5 RP.
Sailborn Flight: Allows the manufacturing of the Aership. +1 Wealth from Markets. | Reinforced Hulls, Arcane Smithing, Aetherium Refining | 25 RP
Seasoned Spymasters: All active Spy Networks generates 1 extra Action Point per Turn. | Espionage. | 12 RP.
Scouting: Decreases by 25% the chance that Raids will fail. | 10 RP.
Scientific Method: Through trial, error and the judgement of their peers, every third Scholar Pop in any given settlement generates +1 RP points. | 15 RP
Scutching: +1 Flax output from Plantations. Requires Flax Domestication. Flax may be used in place of Wool in a Spinning House. Unlocks Spinning Houses. | 5 RP.
Selective Breeding: Ten years after researching selective breeding, all Mounted Soldiers gain +10% Defense and +10% Charge Bonus. Requires Saddle. | 7 RP.
Selective Harvesting: Flatlands produce one more Food. | Agriculture. | 5 RP.
Sericulture: Orchards may choose Raw Silk as their Forest Resource for production - only one Orchard may choose such per four years. | 5 RP.
Servant Qualities: Servile Discontent is reduced by 1 per Slaves. Slaves may now produce Food. | Social Hierarchy | 7 RP.
Sewers: Required for the construction of Simple Sewers. | 5 RP.
Shaft Mining: Required for the construction of Delvings. | Fracture Mining. | 5 RP.
Shearing: Paddocks gain an additional production of 1 Wool (2 Wool if Ironmaking or Bronzemaking are also possessed). | 5 RP.
Shipbuilding: Allows the construction of Triremes | Requires constructed Fishing Docks | 10 RP.
Sickle: +1 Food from Gardens and Farms. | A domesticated Cereal Crop | 5 RP.
Siege Equipment: Allows the construction of Onagers | Simple Machinery | 5 RP.
Siege Tactics: Allows the construction of Mantlets, Catapults and Battering Rams. | 7 RP.
Sledges: Allows for the construction of the Path Network. | 3 RP.
Smelting: Allows the construction of the Forge | 10 RP.
Smelting, Enhanced: Allows the creation of Blast Furnaces. | Smelting | 10 RP.
Smithing: The knowledge and know-how required to work metal according to ones own desire. | 10 RP.
Smithing, Advanced: Allows the creation of Forged Iron Armor. Forges now produce 1 passive Wealth. | Smithing | 15 RP.
Soap: Dramatically increased disease resistance | 5 RP.
Social Contract: Where there is a place for everyone, and everyone is in their place, all may prosper. | +1 Civic Point, +1 Public Order in the first four Settlements. | 5 RP.
Social Hierarchy: Allows the creation of Slaves/Serfs | Social Contract | 5 RP.
Spoked Wheel: Increases Trade Distance if a city has a Road Network by 5 Regions. +1 Resource harvested by Road Networks. | Wheel | 10 RP.
Standardized Texts: When minds, like blades, are sharpened by the same, proven forge - much is gained. +1 Freemen specialized per turn at no expense in every city. The cost of the Scriptorum changes by -1 Wealth, -1 Industry. | Writing. | 10 RP
Stirrups: Mounted Soldiers gain an additional 50% Charge Bonus, and no Archery Malus | Saddle. | 5 RP.

Tailoring: Increases Wealth gain from converting Wool or Flax into Cloth by 1. Tailored Cloth may alternatively be produced, and consumed in a city to gain 3 Stability once per turn. | Access to Wool or Linen. | 7 RP.
Tanning: Allows the creation of the Tannery. | 5 RP.
Tel Defenses: Reduces Labor Cost of Defenses by 2 - Defenses may be Upgraded directly into other Defenses. Requires Refined Construction, Governance. | 7 RP.
Threshing: Increases the output of the Mill to +2 | Milling. | 5 RP.
Trade Networks: Allows internal Trade. +1 Resource Harvested by Road Network. | The Wheel | 7 RP.
Translations, Recorded: Scholars may now learn the language of another kindred, granting -1 RP to the cost of Advancements from that kindred if Archives are opened. This process takes four turns of active labor from 100 Scholars | 8 RP, Empiricism, Social Hierarchy
Trawling Nets: Regions with Amber now gain 2 Amber Resources at no cost every turn. | 5 RP.
Tribal Council: Upgrading Dwellings may be done without demolition, and conserves resources which have already been invested. | 5 RP.
Twining: Allows for the creation of Linothorax | Scutching. | 7 RP.

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

Waterpower: +1 Labor from Urban Districts constructed in Riverlands | Simple Mahcinery | 7 RP.
Wheel, The: Required for the construction of Road Networks. | Sledges | 5 RP.
Writing: Allows the construction of the Scriptorum. 7 RP[/spoiler]


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

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

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

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

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

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

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

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

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

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

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

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

Researching the contents of any given school of arcana requires an investment of a set amount of Research Points per individual School.

School of Sacrifice | 7 RP
Source: Life Energy
Exertion: Rite
Channel: Reshaping

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

Flesh-Ghouls: Cast on 100 Soldiers, transforms them into Kraalen (May not carry weapons, resist injuries, immune to disease, ++Speed, ++Lethality, may not be demobilized) | 200 Citizens, 4 Enchantment, cast by 300 Citizens | 5 RP

Bone-Shaping: Cast on 100 Soldiers, adds Modifier: Bonewarped [Intrinsic Bronze Armor, stacks with other armor] | 400 Citizens, 6 Enchantment, cast by 400 Citizens | Flesh-Ghouls | 10 RP

Dark Passages: The Dead are never truly gone - they echo around us, and those who are willing to pay may speak to them. 300 Scholars seek the knowledge of the Dead, actively gaining a bonus 1 Science each. This Ritual costs 200 Citizens as sacrifices, and 100 Citizens casting as well as 4 Enchantment as support to add the bonus to the Scholars. | 15 Science

Voiceless Dead: Cast on 100 Citizens, transforms them into Undead (May not carry weapons, immune to disease, generates 3 Labor per turn, cost 1 Enchantment per turn, Peasant laborers) | 100 Citizens, 3 Enchantment. Cast by 200 Citizens. | 15 RP

Wrothful Dead: Cast on 100 Undead, transforms them into Living Bones (may carry weapons, immune to disease. Fight as Soldiers. | Costs 4 Enchantment, cast by 200 Citizens. Cost 1 Enchantment per turn. | 15 RP

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

School of Scribing | 7 RP
Source: Material Toughness
Exertion: Engraving
Channel: Integrity

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

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

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

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

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

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

School of Silver | 7 RP
Source: Stellar Harmonics
Exertion: Skilled Ritual
Channel: Transubstantiation

Stone Tuning: Up to three Stonecutters in a single Settlement may each produce +1 Wealth. | Can only be cast once every six years, 2 Enchantment. | 7 RP

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

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

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

Paretonian Principles: Up to two Forges or Gemcutter, when processing Mineral Ores or Gems, may add an additional +2 Wealth. | 10 year cooldown. Cast by 100 Citizens. | 15 RP

Aggregate Hymns: Up to 8 Trade Posts produce a further +1 Wealth. Deals with foreign peoples can be done at significant advantage; provided relations are not hostile. | 2 Enchantment/turn from your capitol city is required in order to maintain the subtle webwork of resonance. | 15 RP

School of Sunfire | 7 RP
Source: Environmental Electricity
Exertion: Ritual
Channel: Electricity Access

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

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

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

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

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

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

School of Geomancy | 7 RP
Source: Earth Tides
Exertion: Energy Transfer
Channel: Edifices

Animation Efficiency: Golems may now be created with two Power Gems instead of their normal cost in Power Stones. Requires Geomantic Imbuing | 8 RP

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

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

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

Geomantic 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. | 12 RP, Geomantic Imbuing

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

Geomantic Imprinting: If provided with a Power Gem upon creation, the humble Golem may be of use on the battlefield.
-Golems: Natural Armor 50% (Stacking), No Morale, 50% Damage Output (Crushing), 75% Ranged Damage Reduction (Piercing) | Requires Geomantic Animation | 15 RP

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

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

Enhanced Carapaces: Greater Golems may be constructed with 2 Metal instead of Stone and an additional +4 Enchantment, +2 Power Gem cost. They consume two Enchantment every turn, but may labor as Artisans. They have intrinsic Forged Iron Armor. Greater Golems may operate war machines and ships if raised as an Army. Requires Animation Efficiency.

School of Outer Realms | 7 RP
Source: Planar Access
Exertion: Planar Devouring
Channel: Alteration

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

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

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

Shadow Breath: Imbues up 100 Warriors with the Shadow Breath power, allowing them to avoid sight for two rounds of combat once a month | 4 Enchantment, 2 Shadow Ash upkeep | 10 RP

Ethereal Weapons: Imbues up to 100 Weapons with the Ethereal quality, granting them a 20% Armor-Piercing bonus | 12 Enchantment, 4 Shadow Ash upkeep | 15 RP

Blink: Imbues up to 100 Warriors with the Lesser Blink Power, allowing them to instantly traverse twice as far as they could normally march in a combat round, or summit a Fitted Stone Wall. | 10 Enchantment, 3 Shadow Ash upkeep. | 15 RP

School of Mania | 7 RP
Source: Lotus Vapors
Exertion: Ecstatic Dancing
Channel: Enchantment

Nascent Blossoming: Madmen caper and chant, inspired by chaotic forces of ecstasy. Where their ritual comes to its height, a single vermillion tree sprouts, perfumed lotus petals showering the worshippers. If tended, it will bring forth new blossoms in season, which arcane practitioners value greatly. | 5 RP
-Lotus Stand: If tended by a Population, every two years, the Stand will bring forth a Lotus Petal. | 4 Enchantment, 2 Labor. Additional Blossomings cost +2 Enchantment and +2 Labor with every subsequent use. Rural (I)

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

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

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

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

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

Summon Veiled Courtier: From the realm of horror and ecstasy - where the summit of man’s knowledge meets the pit of men’s fears - comes the Courtier.
-Veiled Courtier: Natural Armor 60% (Stacking), 120 Morale, 15 Damage Output (Slashing), 50% Ranged Damage Reduction (Piercing) | 4 Lotus Petals | 15 RP

Wonders of the World

Ittar's Dehm
Ittar Dehm, also known as 'Ittar's Bastion', is a circular stone building that sits at the center of the city of Ittar's Maw; nondescript but for its wholly stone composition, in contrast to the largely wooden buildings in the surrounding districts. That, and its considerable size. But in truth, the true value of Ittar Dehm lies not in its status as the administrative building for the town, nor in its defensive value in the event of an attack. No - it is the gateway to what lies below, disguised to ward against opportunistic outsiders and curious children. It is the key to the prosperity of Py'therr's Folk.
Cost: 10 Labor, 10 Wealth, 10 Stone, Palace District | Low-tier Fortification. Ittar Dehm may be worked by up to 1 Scholar. When worked as such, up to 100 Explorers in Ittar's Maw may choose to Delve - in exchange for 3 Wealth, the explorers descend into the cavernous realms below Ittar's Maw in search of knowledge and riches. Who knows what they might find?

The Conclave of Houses
A vast complex of palatial halls, columned walkways and brick courtyards - the Conclave of Houses is a gathering place for the wisest and wealthies noble families of Urêthâni descent. Here, in the company of their noble kin, they may speak, debate, harangue and beseech their Imperial overlord and his representatives - preferably in such a way that their views be known and their interests protected. Another word for this noble assembly might be a 'Parliament' - albeit without any connection to anything as vulgar as a 'democracy'. By its help, perhaps once more the curious vagaries of the Faithful and their Emperor will flourish, as the Landed advise his Imperial Majesty and fill the ranks of his scribes and officers.
Cost: 13 Labor, 13 Wealth, 10 Industry, Palace District | +1 Civic Point. Allows for selection of Republican civic perks, even if the civilization in question is ruled by a different form of government.

The Marcher-Magisterium
An immense tower scraping the skies above Aeternum, the Magisterium is a hall of learning and education, where the various enchanters, sorcerers, mages, and other practitioners of the arcane arts meet with their mundane brethren of the artificer-guilds to exchange ideas, boast about innovations, and generally go about their business from across the Realm of the Sun. It is rare indeed that a month will pass without new envoys arriving from the outlying Urethani settlements bringing knowledge to exchange and share.
Cost: 40 Labor, 95 Wealth, 40 Industry, 20 Stone, 15 Enchantment | +1 Civic Point. Generates one Science for every Urethani Settlement with at least five Districts. This bonus increases to 2 Science if a Settlement has more than 10 Districts. Arcane Innovations known to societies which the Urethani know are one Science less expensive to research.
Last edited by G-Tech Corporation on Mon Mar 04, 2024 7:39 pm, edited 5 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
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Postby G-Tech Corporation » Wed Feb 21, 2024 9:11 pm

A post is hereafter reserved, for more words which might be needed of record.
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
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Wed Feb 21, 2024 9:13 pm

And there we go, open for posting now.

As everyone might note, we are open for Bands, but unfortunately not City-States. More of those will make this far too much work for me to run successfully!
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The GAmeTopians
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Scandinavian Liberal Paradise

Postby The GAmeTopians » Wed Feb 21, 2024 9:14 pm

They cannot bring us low, for we have lived lower than the earth itself and lived to tell the tale. Py’therr’a stands ready.
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
Posts: 3324
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Wed Feb 21, 2024 11:59 pm

I'm here.

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Founded: Dec 31, 2021
Moralistic Democracy

Postby Honghai » Thu Feb 22, 2024 12:17 am

'twas working on my post when the "changing of the guard" happened.

So, Soleriah-Dunest is also here aswell!

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Iron Fist Consumerists

Postby Ovstylap » Thu Feb 22, 2024 3:15 am

We carry on posting in the original IC?

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Feb 22, 2024 4:41 am

Ovstylap wrote:We carry on posting in the original IC?

Yep, that’s fine by me.
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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The Empire of Tau
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Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Thu Feb 22, 2024 9:03 am

How far away is Havranai?

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G-Tech Corporation
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Postby G-Tech Corporation » Thu Feb 22, 2024 9:31 am

The Empire of Tau wrote:How far away is Havranai?

Unfortunately your scouts are unsure - some distance away to the east, at any rate.
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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The Empire of Tau
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Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Thu Feb 22, 2024 9:35 am

G-Tech Corporation wrote:
The Empire of Tau wrote:How far away is Havranai?

Unfortunately your scouts are unsure - some distance away to the east, at any rate.

Either way, I guess I'll take it over.

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Cybernetic Socialist Republics
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Founded: May 17, 2019
New York Times Democracy

Postby Cybernetic Socialist Republics » Thu Feb 22, 2024 2:06 pm

I'll get up my turn soon.

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G-Tech Corporation
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Postby G-Tech Corporation » Thu Feb 22, 2024 2:13 pm

The Empire of Tau wrote:
G-Tech Corporation wrote:
Unfortunately your scouts are unsure - some distance away to the east, at any rate.

Either way, I guess I'll take it over.

Best of luck; remember, sometimes there is value in reducing a foe’s strength in the field before going for the jugular.
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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The Empire of Tau
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Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Thu Feb 22, 2024 4:04 pm

G-Tech Corporation wrote:Best of luck; remember, sometimes there is value in reducing a foe’s strength in the field before going for the jugular.

So...shower them in arrows?

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Feb 22, 2024 4:11 pm

The Empire of Tau wrote:
G-Tech Corporation wrote:Best of luck; remember, sometimes there is value in reducing a foe’s strength in the field before going for the jugular.

So...shower them in arrows?

Haha well I meant some raids and espionage to assess their strength. Maybe even a siege before a straight assault!
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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The Empire of Tau
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Inoffensive Centrist Democracy

Postby The Empire of Tau » Thu Feb 22, 2024 4:13 pm

G-Tech Corporation wrote:Haha well I meant some raids and espionage to assess their strength. Maybe even a siege before a straight assault!

Hhm, I guess a raid or two will do fine. But how many men do I send for a raid?

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Thu Feb 22, 2024 4:16 pm

The Empire of Tau wrote:
G-Tech Corporation wrote:Haha well I meant some raids and espionage to assess their strength. Maybe even a siege before a straight assault!

Hhm, I guess a raid or two will do fine. But how many men do I send for a raid?

Totally up to you. More men means more detectable, but it also means more loot and better odds of returning if they face opposition.
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Iron Fist Consumerists

Postby Ovstylap » Thu Feb 22, 2024 4:24 pm

Could you explain these mechanics for a 'band'?

How would a nomadic warband for example, something akin to some sort of group inspired by say the Vandals, or Visigoths, etc, function mechanically? Do they temporarily settle and build buildings, how many people do they start with, how does research work for them?

I'd be happy to experimentally run a band if that helps flesh out the mechanics and work out balance. Also G-Tech I don't know if Olth already sent them to you but I am going to send forward some ideas for fleshing out Thureos as a major port city, even if it doesn't have a sprawling empire, it could be a centre of various trade networks with the assorted minor civs etc we don't see, and all the non-centralised trade that occurs between our factions!

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Feb 23, 2024 6:38 am

Ovstylap wrote:Could you explain these mechanics for a 'band'?

How would a nomadic warband for example, something akin to some sort of group inspired by say the Vandals, or Visigoths, etc, function mechanically? Do they temporarily settle and build buildings, how many people do they start with, how does research work for them?

I'd be happy to experimentally run a band if that helps flesh out the mechanics and work out balance. Also G-Tech I don't know if Olth already sent them to you but I am going to send forward some ideas for fleshing out Thureos as a major port city, even if it doesn't have a sprawling empire, it could be a centre of various trade networks with the assorted minor civs etc we don't see, and all the non-centralised trade that occurs between our factions!

That'll largely depend on what folks want to do; they could be nomadic tribes, refugees wanting to be vassals of a city-state, or anything at all. I'm perfectly happy to be flexible.

Though I appreciate the offer, I'm going to be only accepting bands from people who aren't already in the RP. Most of our current posters aren't exactly in possession of so much free writing time that they are filling up the IC with their narratives, and more mechanics for less story isn't anything I want to encourage.
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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The Empire of Tau
Posts: 3324
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Fri Feb 23, 2024 9:05 am

The wording of Aqueduct is odd, is it every 5 turns or every generation (which is also 5 turns)?

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Fri Feb 23, 2024 9:06 am

The Empire of Tau wrote:The wording of Aqueduct is odd, is it every 5 turns or every generation (which is also 5 turns)?

Right now, everything that works off of population growth procs every generation, meaning every five turns.
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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Cybernetic Socialist Republics
Posts: 2181
Founded: May 17, 2019
New York Times Democracy

Postby Cybernetic Socialist Republics » Fri Feb 23, 2024 10:55 am

Was planning ahead & I'm interested in upgrades to the Road Network. Like Canals, or, possibly, domesticated animal drawn railcarts. Would make good fodder for IC, though I think the IC I do write will have something to do with future planning with regards to the bandwith of the roadways, or more accurately, their lack of bandwith.

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

Postby G-Tech Corporation » Fri Feb 23, 2024 11:01 am

Cybernetic Socialist Republics wrote:Was planning ahead & I'm interested in upgrades to the Road Network. Like Canals, or, possibly, domesticated animal drawn railcarts. Would make good fodder for IC, though I think the IC I do write will have something to do with future planning with regards to the bandwith of the roadways, or more accurately, their lack of bandwith.

Canals sound like a lark - the control of flooding and whatnot was a fundamental part of early man's ambitions, after all.
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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