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Cornwallisis

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May 25th, 2018
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  1. Generic Fantasy Nationbuilder
  2.  
  3. Nation Name: [Name]
  4. Race: [Decides a bonus]
  5. Background: [Decides a bonus]
  6. Location:
  7.  
  8. --Don’t touch---
  9. Pop: 10 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
  10. Food: 10 +2/turn
  11. Resources:
  12. [Materials: 10]
  13. Settlements:
  14. [Starting Hamlet]
  15. -Infrastructure:
  16. -Defenses:
  17. Military:
  18. Magic:
  19. Technology:
  20. Society Bonus:
  21. Race Bonus:
  22.  
  23. [Roll Chart]
  24. 1. Super fucked Shit
  25. 4-5: Fucked shit
  26. 6-10: Bad shit
  27. 11-19: Meh
  28. 20-29: +1
  29. 30-39: +2
  30. 40-59: +3
  31. 60-85: +4
  32. 86-99: +5
  33. 100: Awesome shit
  34. 101+:+7
  35.  
  36. [Settlements]
  37. Level 1: Outpost: 2 resource buildings at production 1 /5 materials 20 population housing
  38. Level 2: Hamlet: 4 resource buildings at production 2 /10 materials 40 population housing
  39. Level 3: Village: 6 resource buildings at production 3 /15 materials 80 population housing
  40. Level 4: Small City: 8 resource buildings at production 4 /20 materials 160 population housing
  41. Level 5: Large City: 10 resource buildings at production 5 /25 materials 320 population housing
  42. Hexes give a base +5 population housing
  43.  
  44.  
  45.  
  46. [Technology]
  47. 4/6/8/10/12
  48. Techs at level V will unlock a “specialized” tech
  49. [Generic Food Techs]
  50. Agriculture/Husbandry- used to build food production on plains/forest hexes
  51. Fishing- used to build food production for hexes that have ocean/lake borders
  52. Hunting- used to build food production on forest/mountain hexes
  53. Foraging- used to build food production on swamp hexes
  54.  
  55. Techs provide a +2 per level to relevant actions
  56.  
  57. [Magic]
  58. 6/8/10/12/14
  59.  
  60. To field a military unit with magic you must first build a “sanctum” within your settlement which takes up one of its building slots, magic is weaker at lower levels then technology but has much stronger level 5 abilities.
  61.  
  62. [Resources]
  63. Materials are everything and anything you need to “build” things for your civilization. From troops to buildings these are the backbone for the empire, feel free to fluff your production buildings as anything reasonable. Special resources with better effects can be gathered from the world such as [Mithiril] or [Black Iron]. Resources can be spent to increase a roll by +1 but must be used before the roll.
  64.  
  65. [Military]
  66. All military units are limited to 3 tags, tags are given from technologies at both level 3 and 5.
  67. Max units = Population/5
  68. Unit power = Tech/Magic Levels/5 +1
  69. Construction Cost = 1 material per 1 power level
  70. Upkeep = 1 relevant resources x power level
  71. Movement =
  72. Plains- 1 hex per turn
  73. Forest- 1/2 hex per turn
  74. Mountains/Swamp- ⅓ he per turn
  75. Defenses: Defenses give +1 to every defending units per level
  76.  
  77. [Trade]
  78. Two nations can trade access to tech for as long as they remain in good standing ie not at war. You may trade a maximum of five technologies at a time. Technologies require one turn for every LVL before they can be used.
  79.  
  80. Example:
  81. Wallace Republic trades [Swords III] to the Curi Hegemony
  82. Curi Hegemony trades [Fortifications II] to the Wallace Republic
  83.  
  84. Both have access to these technologies as long as they remain in good standing.
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