Cornwallisis

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Apr 5th, 2016
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  1. Nation: Ignus Umbra
  2. Population: 32.50 +2-.75 pop\turn [95]
  3. 60%Proletariat\30%Bourgeois/10%Aristocrats
  4. Food: 33 +9-0.5\turn
  5. Unrest: [2%](Draft)
  6. Religion(s): Purifiers (Mainline) 95%, Purifiers (Schismatics) 2%, Church of the Light (Puritanical) 3%,
  7. —Territory—
  8. Basic Settlements: 9
  9. Mines: 1 [+3 ore/turn]
  10. Oil Wells: 1
  11. Factories:
  12. Housing Developments:
  13. Fortresses:
  14. Farm: 9
  15. —————-
  16. Cities: Umbralopilis
  17. Structures:
  18. >Government Owned
  19. [Capitol Cathedral] +2 Tourism
  20. [Oil Well [B], granting +1 Oil\turn for 37 turns
  21. [Purifier’s Oil Refinery](1 Oil -> 0.5 Diesel, +1 Production
  22. [Incendiary Factory](1 Steel -> 0.75 Purifier Flamethrowers\turn)
  23. [Steel Mill](1 Ore -> 0.5 Steel, +1 Production]
  24. >Privately Owned
  25. [Flaming Youth](+.5 Production\turn, -.5 Population\turn)
  26. [Valamo’s Gambling Den] [Consumes 1 Drugs(or Alcohol)\turn, +1 Currency/turn, (front for crime)–cannot gain more $ than
  27. [Pious Apartments] (+5 Population Capacity)substances consumed]
  28. [Moonlight Moonshine] [-.5 Food\turn, +1 Alcohol\turn, (front for crime)]
  29. [Fiery Delights](Consumes 1 Drugs(or Alcohol)\turn, +1 Currency/turn
  30. [Pure Blood Society](-0.25 Pop\turn, +1% Purifiers (Mainline) from any other religion of your choice)
  31. [Dick Johnson’s Dickery](May spend 1 Currency to gain +10 on Investigation rolls)
  32. [Flaming Produce Farms](+2 Food\turn)
  33. [Coffee Enterprises](+2 Currency/turn, +1 Coffee Beans\turn)
  34. Production:(7)[Cap] +2.5/turn <Used for boosting structure\unit rolls>
  35. Production Strength: (0.5:1)
  36. Currency: (12+2) <Used for boosting research\societal changes/directing private institutions>
  37. Currency Strength: (1:1)
  38. Tourism: 2
  39. Ore: 32
  40. –Steel: 2
  41. Oil: 4
  42. –Diesel: 6
  43. Biomass: 0
  44. –Portent: 0
  45. Other Resources:
  46. [.303 Technocracy Rifles: 1] [Purifier Flamethrowers: 1] [Ammo: 5] [Ceremonial Flares: 7]
  47. Technology:
  48. [Agriculture II] [Incendiary III] [Religion III] [Theology III] [Eugenics I] [Military Discipline I] [Oil Refining I] [Oil Prospecting II] [Civics II] [Propaganda II] [Radiology I][Steel Folding I]
  49. Policies:
  50. Trade Routes: [Trade routes are mutual exchange of goods, they also produce 25% of your partner’s non-trade-route Currency/turn for you]
  51. Schemas
  52. Righteous Engulfers Regiment
  53. Cost: x2 Purifier Flamethrowers, x5 Population
  54. Statline: [T]{Consumes: .5 Diesel, Incendiary, Melee, Faulty(20%)}{Anti-T}Mod(10)Anti-Mod(20)DV(80)HP[15/15]
  55. Tech Used: Military Discipline I, Religion III, Indindiaries I
  56. *Incendiary: Successfully struck infantry will skip their next round as -2HP of them burn alive
  57. *Faulty: Every combat turn they are active the unit rolls, and if it strikes in the %range takes -1HP
  58. Righteous Regiment
  59. Costs: x5 Population, x2 [Technocracy .303 Rifles]
  60. Statline: Technocracy Infantry Regiment [T]{Consumes: x0.5 Ammo}(0)DV(80)[15/15]
  61. Tech Used: Military Discipline I, Religion III
  62. —Military—
  63. Armies:
  64. The Umbra Priests [Capital]
  65. 2 Righteous Engulfers [T]{Consumes: .5 Diesel, Incendiary, Melee, Faulty(20%)}{Anti-T}Mod(10)Anti-Mod(20)DV(80)HP[15/15]
  66. 1 Righteous Regiment [T]{Consumes: x0.5 Ammo}(0)DV(80)[15/15]
  67. The Grand Popes Elite Guard [Capital]
  68. 1 Righteous Engulfers [T]{Consumes: .5 Diesel, Incendiary, Melee, Faulty(20%)}{Anti-T}Mod(10)Anti-Mod(20)DV(80)HP[15/15]
  69. ~~~
  70. Agents:
  71. >Agent Name [Location]
  72. V: S: K: Equip:
  73. —————–
  74. Unique Attributes:
  75. +Cannot Into Animism+
  76. Utterly taboo for your society, you are unable to research animism techs. Openly affiliating with those who practice animistic technologies or aberrations produces +10% Unrest per incident.
  77. +Purity through Flames+
  78. Gain +10 on rolls to research/develop incendiaries, flames, scorched earth, etc
  79. +Missionary Zeal+
  80. Gain +25 on rolls to establish missionaries in nations you share a border with, +10 on rolls to establish missionaries in other nations you’re aware of and can reach.
  81. +Theocratic Tyranny+
  82. The smartest and strongest don’t always get the job when it’s up to zealots to discern the purest among them for it.
  83. +By Fire Be Purged+
  84. As a free action, spend .5 Diesel to reduce Unrest by 2%. Like all forms of Unrest reduction it cannot work around draft Unrest. There is a 10% chance of terrorist retaliation.
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