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Feral Necromancer Civilization Mechanics

Dec 5th, 2015
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  1. Feral Necromancer Quest Civilization Rules:
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  3. So, your little network of diplomatic and trade connections has become a proper Alliance. In modern terms, the Alliance is a nation in all but a name, and in the terms of the world of Feral Necromancer Quest, you have the beginning of a civilization, perhaps an Empire.
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  5. Building the civilization will be rather simple in terms of actual gameplay. Whenever there is a time-skip, there shall be one or two civilization turns. During these turns, your population will grow and shrink, social change will take place, research- both scientific and magical- will be done and the construction of major projects will make progress.
  6. The Civilization turn will be split into three major parts: Research, Construction, and Special Project. Special projects will usually be plot based and could involve actions such as surveying your land; goods and populace, changing the form of government, preparing for war, creating a new settlement and so forth. The rules for the two others shall be covered in more depth later in this paste.
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  8. General Civilization Rules:
  9. Food Production:
  10. Food production is normally measured on a 0-100 scale, 0 meaning that all of your workers are using all of their time to produce enough food not to starve, while 100 means that either through use of your undead or some significant magic, 100% of your workers can be employed in areas other than food production.
  11. If you ever go under 0 food production for any reason, starvation will set in, massively reducing the happiness of your people, and reducing your population. If you ever produce more than 100 food, your people live in over-abundance, and there will be no penalty for trading away your food to another civilization.
  12. Uses of food: you can use food to ‘hire’ workers in other spheres of development, 1 food allowing you to use 1% of your total population as researchers, builders, professional soldiers, or other specialists.
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  14. Standing Army:
  15. If you use your food to hire professional soldiers, you create permanent training regiments for your people, making them much more effective than the emergency conscriptions you’ve been working with so far. Research, social change, and the building of special constructions will allow you to train specialist units. Furthermore, when professional soldiers engage in combat, they gain experience as a unit, and can advance to gain special perks, based on the conditions of their experience. Considering the background of your civilization, you are able to train the following units at any time:
  16. Fighter: The basic melee unit, a fighter engages in melee battle using spear, sword, and armour as heavy as you can mass-produce. Highly adaptable, technological advances and specialist training will have great impact on these units.
  17. Archer: The art of archery, learned from the elves, allows you to train these ranged warriors. Stealthier and more lightly armored than Fighters, they are experts in ranged combat and can make for excellent ambushers. Adaptable, they would only become obsolete with the invention of rifled fire-arms, or by mage training becoming wide-spread and easily available.
  18. Scout: The kobolds have taught your Alliance much about the art of stealth, and they excel as scouts. Very lightly armed and armored, scouts excel at hit-and-run tactics, stealth and recon and are likely to get crushed in a prolonged engagement. Some of the most adaptable units, stealth tactics and practices will be valuable for the rest of the game.
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  20. Construction Projects:
  21. While homes, huts and houses for your population will be built automatically by their own initiative, through technological, magical and story advancement you will gain access to special buildings that will grant you access to new types of units, more efficient use of resources, hero units and similar.
  22. Each construction project will have a Production cost, and you will be able to hire builders with food in order to fulfill this cost over the course of one or several turns. Without access to tools, or specialized workshops, it would 1 worker to produce one unit of production, tools, techniques and workshops making the work more efficient.
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  24. Other Specialists:
  25. Research, both magical and scientific, will grant you access to other specialists. These will work similarly to builders; however, they will always take a full civilization turn to be trained.
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  27. Scientific Research:
  28. Scientific research takes place in research buildings, each allowing a certain number of researchers to work on the scientific advancement of your civilization. Each researcher produces one point of either Scientific or Arcane research, as chosen at the start of the Civilization turn. The library in your Hold allows for two researchers to work simultaneously and efficiently.
  29. Scientific research unlocks Technologies, any technology in the first tier of tech costs 2 research points, second tier costs four, third tier costs six, fourth tier costs eight and so on.
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  31. Technologies:
  32. Tier One :
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  34. Construction I: Unlocks tier I support buildings (simple walls, huts, holding pens, dirt roads, granaries)
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  36. River Boats : your civilization has learned to build simple boats. Increase food production by 5, if near a river or lake. Allows you to build rafts, fishing boats, troop transport.
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  38. Agriculture- your civilization has learned to cultivate plants, greatly increasing food production. Effects: You gain 10 food. You gain the option to practice slavery.
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  40. Written Language- your civilization has created its own written language, independent of the written languages of the ancients. Effects: researchers do not need to be trained for a turn before they contribute. Construction: Library (30 production), houses two researchers.
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  42. Pottery- your civilization has learned to use clay to create potteries, both for form and function. A semblance of a unified culture begins to emerge.
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  44. Tier Two :
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  46. Sailing: (Requires River Boats) Your civilization has learned to use sails to harness the wind for their ships. Your ships can now sail the sea. Improve food production by 10 if near the sea. You can build trireme style ships. Unlocks construction Project: Port (20 production), which allows you to spend food in order to recruit sailors and build warships.
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  48. Musical Instruments (Requires Pottery)- your civilization has learned to craft simple musical instruments, such as flutes, drums, and very basic string instruments. Unlocks the Bard hero unit: The bard can improve the morale of your troops and people, or travel to distant lands, learn of their people and report back to you. Highly advanced bards usually pick up some magical ability.
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  50. Alchemy (Requires Written Language) - your civilization has learned enough alchemy to unlock Alchemist as a specialized profession. The alchemist will improve one of your resource production at random, and requires a laboratory to work. Unlocks the building of a Laboratory (20 production). Can train Scouts in poison use to upgrade them to Assassins.
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  52. Bronzeworking (Requires Pottery) - your civilization has learned to smelt bronze and to craft tools and weapons of it. One worker produces two units of production. Unlocks the Smelter (10 production) construction project, upon completion the Smelter produces 5 units of production on its own, so long as it is not the sole source of production. Can upgrade fighters to wear bronze armor and shield, with bronze-tipped spears, making phalanx formations truly effective.
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  54. Tier Three :
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  56. Ironworking (Requires Bronzeworking): your civilization has learned how to forge and shape iron. Improves the quality of your tools, so that one worker produces 3 units of production. Improves the quality of your weapons, allowing you to equip your fighters with gladius style swords and larger shields, along with their previous swords, making them more defensible.
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  58. Philosophy (Requires Alchemy) : Your civilization has learned how to hone the mind and how to train it best. Gain 1 point of research per turn. You can now create Mage military units. Mages are usually lightly armored fighters, that are extremely versatile, though usually long-ranged. They cast spells, depending on the magical advancement of the civilization.
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  60. Construction II ( Requires Bronzeworking): Unlocks tier 2 support buildings (taverns, towers, stone walls, theatres, keeps). Builders can now work on two projects simultaneously, reducing the total production cost of both added together by 20%. Unlocks the Grand Coliseum Wondrous construction .
  61. Physics (Requires another Tier 3 Technology): Gain 1 research per settlement. Unlock Siege units.
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  63. Tier Four :
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  65. Engineering (Requires Physics): One builder now produces 4 units of production. Unlocks the building of Academies.
  66. Steel (Requires Ironworking): Improves your tools and weapons. A Smelter now produces 10 units of construction on its own. You can create a few sets of plate armor per civilization turn. You can create greatswords. Unlocks Barbarian hero unit.
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  68. Organized Religion (Requires Philosophy): Allows for the formation of extensive and popular religious orders. Allows establishing a state religion. Unlocks Temple building (50-200 production)
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  70. Advanced Agriculture: Simple fertilizer, three-field systems, advanced irrigation. Grants 10 food on discovery. Unlocks the Market building (20 production), improves trade routes.
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  72. Tier Five:
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  74. Navigation: Improved seaworthy ships, sailing without reliance on shore-lines possible. Scouting, hunting, tomb raiding and other expeditions are finished 50% faster and yield more precise information and/or better yields.
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  76. Advanced Weaponry: Unlocks the crossbow, Morningstar, halberd, rapiers, lances. Unlocks the Knight hero unit.
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  78. Construction III: Unlocks building tier 3 support buildings (cobblestone roads, castles, mortar walls, brick and mortar houses, shops and stores)
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  80. Guilds: Unlocks Merchant, Alchemist, Thief, Architect, and other specialized professions to be trained starting the following civilization turn.
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