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- What a Tiny Nationbuilder
- Nation Name: [Every bodies got a name]
- Race: [What are these little things][No races with built in flight or waterbreathing]
- Location:[Cellar][Yard][Farmhouse][Attic]
- Background: [What do your nation do]
- --Don’t touch---
- Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
- Food: 5 +1/turn
- Resources:
- [Wood: 5]
- [Foliage: 5]
- [Sparks: 5]
- Settlements
- Structures:
- Defenses:
- Military:
- Magic:
- Technology:
- Bonuses:
- [Roll Chart]
- 1. Super fucked Shit
- 4-5: Fucked shit
- 6-19: Bad Shit
- 20-29: Meh
- 30-39: +1
- 40-59: +2
- 60-85: +3
- 86-99: +4
- 100: Awesome shit
- [Settlements]
- Settlements are the back bone your nation housing all of your population and increasing resource gain with expansion.
- Level 1: (Outpost) 3 resource buildings at production 1 /10
- Level 2: (Town) 5 resource buildings at production 2 /15
- Level 3: (City) 7 resource buildings at production 3 /20
- [Settlement Tags]
- All settlements have a tag based on their location giving them a bonus towards research or resource gathering of some type.
- [Magic/Technology]
- 4/6/8/10/12
- [Resources]
- In the Tiny World there are many materials that can be used to create or improve many things! Anything generated in quantities is counted as a resource from Wood to metal salvaged from the wreckages of the old world. Resources can be spent at a 1:1 bonus for rolls.
- [Military]
- Max units = Population/5
- Unit power = Tech/Magic Levels/5 +1
- Construction Cost = 1 relevant resource per 1 power level
- Upkeep = 1 relevant resources x power level
- Movement = Armies move 1 length a turn unless [Flying] or other relevant tag.(Rough Terrain) doubles turns needed
- Defenses: Defenses give +1 to every defending units per level
- [Trade]
- Build an economy and figure it the fuck out
- [Techs] must be traded 1 for 1 and roll above a 50 (can be reduced with tech)
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