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Aug 31st, 2016
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  1. What a Tiny Nationbuilder
  2.  
  3. Nation Name: [Every bodies got a name]
  4. Race: [What are these little things][No races with built in flight or waterbreathing]
  5. Location:[Cellar][Yard][Farmhouse][Attic]
  6. Background: [What do your nation do]
  7.  
  8. --Don’t touch---
  9. Pop: 5 +1/turn [Cannot exceed food (Minus 2x #turns when above food)]
  10. Food: 5 +1/turn
  11. Resources:
  12. [Wood: 5]
  13. [Foliage: 5]
  14. [Sparks: 5]
  15. Settlements
  16. Structures:
  17. Defenses:
  18. Military:
  19. Magic:
  20. Technology:
  21. Bonuses:
  22.  
  23. [Roll Chart]
  24. 1. Super fucked Shit
  25. 4-5: Fucked shit
  26. 6-19: Bad Shit
  27. 20-29: Meh
  28. 30-39: +1
  29. 40-59: +2
  30. 60-85: +3
  31. 86-99: +4
  32. 100: Awesome shit
  33.  
  34. [Settlements]
  35. Settlements are the back bone your nation housing all of your population and increasing resource gain with expansion.
  36. Level 1: (Outpost) 3 resource buildings at production 1 /10
  37. Level 2: (Town) 5 resource buildings at production 2 /15
  38. Level 3: (City) 7 resource buildings at production 3 /20
  39. [Settlement Tags]
  40. All settlements have a tag based on their location giving them a bonus towards research or resource gathering of some type.
  41. [Magic/Technology]
  42. 4/6/8/10/12
  43.  
  44. [Resources]
  45. 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.
  46. [Military]
  47. Max units = Population/5
  48. Unit power = Tech/Magic Levels/5 +1
  49. Construction Cost = 1 relevant resource per 1 power level
  50. Upkeep = 1 relevant resources x power level
  51. Movement = Armies move 1 length a turn unless [Flying] or other relevant tag.(Rough Terrain) doubles turns needed
  52. Defenses: Defenses give +1 to every defending units per level
  53.  
  54. [Trade]
  55. Build an economy and figure it the fuck out
  56. [Techs] must be traded 1 for 1 and roll above a 50 (can be reduced with tech)
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