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- The Old Circle
- Territory: 1
- Cities: (Player-Named City)
- Population: 10 (+3/turn)
- Culture: 5 (+1/turn)
- Supplies: 10 (+3/turn)
- Military: 1 (Player-named unit) (C: 1 D: 1 M: 1), Xeros (C: 2.5, D: 2, M: 2) [Hero Unit][Flying]
- Buildings: (Player-named HQ building), Farm I
- Technology: [Woodworking I] [Cultivation I] [Beast Taming I]
- Inventory: None
- Leader Bonus: [Master Trainer] – The members of the Old Circle are renowned for their beast taming skills, but no one does it better than their leader, Ticuckn. He starts with Xeros, an intelligent and long-lived wyvern who serves as a hero unit. Take care that he doesn’t die though, as hero units don’t exactly just grow on trees.
- Group Bonus: [Eco-Warriors] – Your people have long lived with nature, developing a close bond with it. You gain a boost to nature-related skills, such as survival, woodcrafting, beast taming, cultivation, etc. However, your kind abhors the idea of using metal things and industrialization will be exceedingly difficult.
- The Deathcap Liberation Front
- Territory: 1
- Cities: (Player-Named City)
- Population: 10 (+4/turn)
- Culture: 5 (+1/turn)
- Supplies: 10 (+3/turn)
- Military: 1 (Player-named unit) (C: 1 D: 1 M: 1) [Stealthy]
- Buildings: (Player-named HQ building), Farm I
- Technology: [Ironworking I] [Toxins I] [Cultivation I]
- Inventory: None
- Leader Bonus: [Small but Deadly] – Ivyfang is a master of stealth and infiltration, and has taught his people to be the same. Your Domovoi units start with the [Stealthy] tag, giving them a large bonus to stealth and infiltration and making them ideal spies and assassins. However, being 3 inches tall isn’t easy, as the Domovois’ diminutive stature leaves them both frail and fragile. Thus, direct combat is ill-advised as the Domovoi fight at half strength in such situations.
- Group Bonus: [Tiny Toxicologists] - The Domovoi pride themselves on their knowledge of toxins, and all those years of toiling under the Empire taught them to make all kinds of dreaded concoctions as well, even foul things like medicine. Thus, the Domovoi receive a bonus to alchemy related rolls.
- The Red Rose Movement
- Territory: 1
- Cities: (Player-Named City)
- Population: 10 (+3/turn)
- Culture: 5 (+2/turn)
- Supplies: 10 (+4/turn)
- Military: 1 (Player-named unit) (C: 1 D: 1 M: 1)
- Buildings: (Player-named HQ building), Farm I
- Technology: [Ironworking I] [Education I] [Diplomacy I]
- Inventory: None
- Leader Bonus: [God Save The Queen] – The people see Lady Ivanova as the rightful heir to the old Myestrovan throne, giving her movement a great deal of legitimacy and inspiring those who wish to return Myestrova to the good old days before the Empire took over. Actions to increase culture are more effective, giving more culture points per turn than normal. However, if the secret of your true lineage ever gets out expect a steep drop in culture and possibly other bad side effects.
- Group Bonus: [Friends in High Places] – Lady Ivanova’s time in Pruhl has allowed her to form connections with many important people there. This has allowed you to make inroads with the normally reclusive and isolationist nation. Diplomacy and trade is much easier with the Kingdom of Pruhl for you.
- The Brazen Fist
- Territory: 1
- Cities: (Orukungrad)
- Population: 10 (+3/turn)
- Culture: 5 (+1/turn)
- Supplies: 10 (+3/turn)
- Military: 1 (Goblinoid Rebels) (C: 1 D: 1 M: 1)
- Buildings: (Town Hall of Orukungrad), Farm I
- Technology: [Ironworking I] [Tactics I] [Looting I]
- Inventory: None
- Leader Bonus: [The Tactician] – Zlafgor is smarter than your average orc. He has a knack for moving troops to effective positions, coming up with good plans of attack and taking advantage of enemy weaknesses. His troops will get a bonus to attack when the enemy is fighting in adverse conditions (ambushes, flanking, traps, etc.)
- Group Bonus: [Master Looters] – One of the Brazen Fist’s greatest strengths is stealing and scavenging supplies and armaments from the Empire – indeed, this played heavily into their rise to power. The threshold for failure on looting operations is reduced by 10 (for example, 30 or less would equal a failure in lightly-controlled territory and 10 or less would mean you’d get caught. The failure threshold in heavily controlled territories is reduced by 10 as well)
- The Autumn Revolution
- Territory: 1
- Cities: (Player-named City)
- Population: 10 (+3/turn)
- Culture: 5 (+2/turn)
- Supplies: 10 (+2/turn)
- Military: 1 (Player-named unit) (C: 1 D: 1 M: 1)
- Buildings: (Player-named HQ building), Farm I
- Technology: [Ironworking I] [Smithing I] [Construction I]
- Inventory: None
- Leader Bonus: [Labor Specialization]: Timothy Marxson is an expert at choosing the right man for the right job. Assigning population to resource and supply production buildings will produce greater returns. However, it’ll be important to keep them happy if you want them to stay productive.
- Group Bonus: [The Peasant Rebellion]: Your movement greatly appeals to the overworked and oppressed lower class of peasants, and propaganda campaigns in areas heavily populated by them (rural areas, slums, etc.) will be more effective. However, the upper-class scoffs at the idea of peasants ruling over them, so your propaganda campaigns will be less effective than normal in wealthier areas.
- Classis VII, The Marines
- Territory: 1
- Cities: (Player-Named City)
- Population: 10 (+3/turn)
- Culture: 5 (+1/turn)
- Supplies: 10 (+3/turn)
- Military: 1 (Player-named unit) (C: 1 D: 1 M: 1), 1 (Player-named ship) (C: 2, D: 2, M: 3) [Naval]
- Buildings: (Player-named HQ building)
- Technology: [Ironworking I] [Shipbuilding I] [Guerrilla Warfare I]
- Inventory: None
- Leader Bonus: [The Great Admiral] – Admiral Vulcan is a force to be reckoned with on the open seas, even amongst the great seafaring nations such as Edelweiss and Schwarzwald. He starts with a strong ship unit and has bonuses to naval and amphibious combat. However, he loses this bonus on during extended land operations, meaning he has to fight normally.
- Group Bonus: [Gilthrim’s Finest] – As Classis VII is a Gilthrim expeditionary unit, it can request aid from Gilthrim such as extra supplies, weapons, and other things, although Gilthrim is too preoccupied with other affairs to send large-scale reinforcements. However, the journey from Gilthrim to the Empire is long and it will take several turns for any deliveries to arrive. You only need to spend a single action to request supplies and after that it will progress passively.
- Children of Ysrỉꜣr
- Territory: 1
- Cities: (Player-Named City)
- Population: 10 (+3/turn)
- Culture: 5 (+2/turn)
- Supplies: 10 (+3/turn)
- Military: 1 (Player-named unit) (C: 1 D: 1 M: 1) (Player-named ship) (C: 2, D: 2, M: 3)
- Buildings: (Player-named HQ building), Farm I
- Technology: [Ironworking I] [Religion I] [Fanaticism I]
- Inventory: None
- Leader Bonus: [Deus Vult]: You are a divine figure within your religion and can call [Crusades] which give great strength to your holy warriors as they are whipped into a divine fervor. However, this boost is temporary, lasting 1 turn. Once it runs out, the crusading soldiers must take a penalty to fighting actions and become more vulnerable for the next two turns due to the soldiers becoming completely exhausted.
- Group Bonus: [Divine Messengers]: The Children of Ysrỉꜣr can proselytize as a form of powerful propaganda. You will have an easier time influencing sectors with lots of religious people, although areas dominated by nonbelievers will take longer due to the fact that they find constant proselytization annoying.
- The Morningstar of St. Godric
- Territory: 1
- Cities: (Player-Named City)
- Population: 10 (+3/turn)
- Culture: 5 (+2/turn)
- Supplies: 10 (+3/turn)
- Military: 1 (Player-named unit) (C: 1 D: 1 M: 1)
- Buildings: (Player-named HQ building), Farm I
- Technology: [Ironworking I] [Religion I] [Fanaticism I]
- Inventory: None
- Leader Bonus: [Holy Liberator] – Warrior Priest Luther is determined to liberate the believers of St. Godric in the Empire and return the lands usurped from Galacia. The many oppressed believers of St. Godric flock to your cause and are willing to give their lives in the name of the faith. The troop recruitment process will be easier and cheaper in initial supply cost, although you must still have the necessary population, will still have to pay supply upkeep, and will still need to equip them should you wish to do so.
- Group Bonus: [In the Name of the Saint] – As you are a movement in the service of the Church of St. Godric, you can petition the Theocracy of Galacia for supplies and other aid. The aid provided won’t be much due to their total war against the heathens occupying the holy land, but it can arrive quickly due to your proximity to Galacia.
- Romadavynia
- Territory: 1
- Cities: (Player-Named City)
- Population: 10 (+3/turn)
- Culture: 5 (+0.5/turn)
- Supplies: 10 (+3/turn)
- Military: 1 (Player-named unit) (C: 1 D: 1 M: 1)
- Buildings: (Player-named HQ building), Farm I
- Technology: [Ironworking I] [Fletching I] [Construction I]
- Inventory: None
- Leader Bonus: [The Sharpshooter] – Count Dlasolyev and his men have been trained long and hard by hardened veterans in the art of ranged combat. Fighting at range will grant you a bonus, although keep in mind that ranged troops in general are vulnerable if the opponents manage to close the distance between them.
- Group Bonus: [Four Hands Are Better Than One] – The Guanyins’ four arms allow them to multitask much easier than those with just two. This gives them a boost to both resource production and construction. However the Guanyins are largely viewed as freaks in the Empire, and their reclusive nature doesn’t help with this. Thus, the Guanyins take a penalty to diplomacy with non-Pruhlis.
- The Giants
- DON’T FILL IN:
- Territory: 1
- Cities: (Player-Named City)
- Population: 10 (+2/turn)
- Culture: 5 (+1/turn)
- Supplies: 10 (+3/turn)
- Military: 1 (Player-named unit) (C: 1.5 D: 1.5 M: 1) [Huge]
- Buildings: (Player-named HQ building), Farm I
- Technology: [Ironworking I] [Smithing I] [Agriculture I]
- Inventory: None
- Leader Bonus: [The Master Smith] - Constant demand for Giant-forged weapons and armor has drilled the art of superior forging into the heads of the giants. Ulfric Longshadow and his kin are masters of working metal. They can make [Masterwork] weapons and armor, which give higher combat and defensive strength increases when applied to units. However, the giants know that they cannot rush perfection. Choosing to equip your soldiers with masterwork weapons will increase the time it takes to create them and will add a bit to the initial supply cost. You can still choose make normal weapons instead if you wish.
- Group Bonus: [Bigger Is Better] – The giants are naturally huge, making them have much higher natural strength than average units. They also get the [Huge] tag by default. However, this has a few disadvantages. For one, troop upkeep costs will be increased, as giants require much more food to survive and stay in fighting shape. Secondly, the giants’ huge size makes them quite conspicuous, and actions like looting and spying without alerting the enemy of your activities will be much harder.
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