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- Generic Fantasy Nationbuilder
- Nation Name: [Name]
- Race: [Decides a bonus]
- Background: [Decides a bonus]
- Location:
- --Don’t touch---
- Pop: 10 +2/turn [Cannot exceed food (Minus 2x #turns when above food)]
- Food: 10 +2/turn
- Resources:
- [Materials: 10]
- Settlements:
- [Starting Hamlet]
- -Infrastructure:
- -Defenses:
- Military:
- Magic:
- Technology:
- Society Bonus:
- Race Bonus:
- [Roll Chart]
- 1. Super fucked Shit
- 4-5: Fucked shit
- 6-10: Bad shit
- 11-19: Meh
- 20-29: +1
- 30-39: +2
- 40-59: +3
- 60-85: +4
- 86-99: +5
- 100: Awesome shit
- 101+:+7
- [Settlements]
- Level 1: Outpost: 2 resource buildings at production 1 /5 materials 20 population housing
- Level 2: Hamlet: 4 resource buildings at production 2 /10 materials 40 population housing
- Level 3: Village: 6 resource buildings at production 3 /15 materials 80 population housing
- Level 4: Small City: 8 resource buildings at production 4 /20 materials 160 population housing
- Level 5: Large City: 10 resource buildings at production 5 /25 materials 320 population housing
- Hexes give a base +5 population housing
- [Technology]
- 4/6/8/10/12
- Techs at level V will unlock a “specialized” tech
- [Generic Food Techs]
- Agriculture/Husbandry- used to build food production on plains/forest hexes
- Fishing- used to build food production for hexes that have ocean/lake borders
- Hunting- used to build food production on forest/mountain hexes
- Foraging- used to build food production on swamp hexes
- Techs provide a +2 per level to relevant actions
- [Magic]
- 6/8/10/12/14
- 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.
- [Resources]
- 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.
- [Military]
- All military units are limited to 3 tags, tags are given from technologies at both level 3 and 5.
- Max units = Population/5
- Unit power = Tech/Magic Levels/5 +1
- Construction Cost = 1 material per 1 power level
- Upkeep = 1 relevant resources x power level
- Movement =
- Plains- 1 hex per turn
- Forest- 1/2 hex per turn
- Mountains/Swamp- ⅓ he per turn
- Defenses: Defenses give +1 to every defending units per level
- [Trade]
- 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.
- Example:
- Wallace Republic trades [Swords III] to the Curi Hegemony
- Curi Hegemony trades [Fortifications II] to the Wallace Republic
- Both have access to these technologies as long as they remain in good standing.
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