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- -Sand Sailors-
- Sand Ships: The ships of the Sailors offer them unprecedented movement over the Black Sands. +2 to all movement rolls.
- Regular Stuff:
- NEW LONDON:
- *Construction Barge - Minor bonus to most rolls*
- {NL Resource: Sand Worm Carcass}
- [NL Sand Tree Garden]
- [NL Improved Lumber Mill]
- [NL Improved Mine]
- [NL Smelter]
- {Resource: NL Featherlight Mineral}
- SHORSHO:
- [SH Trading post]
- [SH Shrub farm] + {SH Resource: Desert shrubs}
- {Resource: SH Desert horse}
- {Resource: SH Salt}
- [SH Iron Mine]
- DESERT'S TAIL:
- [DT Iron Mine]
- RUST:
- [RT Forge]
- [RT Aetherstone mine]
- {Resource: RT Copper}
- {Resource: RT Iron}
- {Resource: RT Desert Wood}
- {Resource: RT Horses}
- {Resource: RT Black Sandstone}
- {Resource: Glass}
- GOLD TOOF:
- [GT Iron Mine]
- Regular Tech:
- NEW LONDON:
- (SH Mathematics)
- (NL Construction)
- SHORSHO:
- {SH Shorsho Camels +2 movement rolls}
- (SH Iron tools)
- DESERT'S TAIL:
- (DT Physics)
- (DT Chemistry)
- (DT Geophysics)
- (DT Astronomy)
- (DT Steel Making)
- {Resource: DT Mud Bricks}
- (DT Carriages)
- RUST:
- (RT Metallurgy)
- (RT Magical amplification)
- GOLD TOOF:
- {Resource: GT Stone}
- Stability Increase Stuff:
- NEW LONDON:
- [NL Aqueduct]
- (NL Sand Worm Cuisine)
- (NL Improved Water Rations)
- (NL Arcane magic)
- (NL Life magic!)
- (NL Earth magic)
- (NL Air Magic)
- (NL Transmutation)
- (NL Pyromancy)
- (NL Tech: Wands)
- (NL Flying brooms)
- (NL Technomancy)
- <NL Technomancers>
- [NL Technomancers Tower]
- (NL Technomagical Protection Suits)
- {NL Resource: Trade Boats}
- SHORSHO:
- [SH] THE CITY OF SHORSHO!
- [SH Nat 50 LAKE] + [SH Aqueduct +3 Stability]
- <SH Desert Rangers>
- <SH Gaurd Komodo>
- DESERT'S TAIL:
- (DT Light Magic)
- (DT Medicine)
- [DT Underground Reservoir][DT Water Purification Chambers]
- [DT Aqueducts]
- [DT Desert's Tails Science/Magic University]
- (DT Gravity Magic)
- RUST:
- [RT Canal]
- {RT Resource: Boats}
- [RT Rust Magical university]
- (Hydromancy)
- GOLD TOOF:
- [GT Great Hall +Stability]
- [GT Breeding Pit +Stability]
- [GT Throne, Well +Stability]
- Military:
- NEW LONDON:
- (NL Gunpowder) + (NL Better Control) + (NL Cannonworks)
- [NL Drydocks] + (NL Armored Ships)
- (NL Iron Axes +1 combat rolls + Solar Enchantment +1 Combat Rolls) (NL Iron Armor-+1 Combat rolls + Solar Enchantment +1 Combat Rolls)
- DESERT'S TAIL:
- (DT Explosives)
- (DT Desert Warrior Training)
- [DT Magic Amplification Tower +2 Defense]
- [DT Land Mines +1 Defensive rolls]
- RUST:
- [RT Defensive walls] + [Great Bridge +2]
- [RT Harbor]
- [RT Barracks]
- (RT Bronze Weapons +1 combat rolls)
- (RT Iron Swords +1 Combat Rolls)
- (RT Iron Shields +1 Combat Rolls)
- (RT Aetherstone Foci +1 Combat Rolls)
- GT:
- <Larger Boys +1 to combat rolls>
- <Squig hounds +1 combat rolls>
- [Squiggoth Pit +2 Combat rolls]
- New London:
- 2 Regiment - NL Sand Frigate
- Rust:
- 1 Regiment - RT Spearman Cohort
- 2 Fleet - RT Trireme fleet
- Gold Toof:
- 1 Regiment - GT Ork Boyz
- Money:23
- Per Turn: +21
- TRADE/CURRENCY STUFF:
- >Trade Routes
- (Internal SH) Scorpion Men +3/t
- (Internal DT+RT+SH) New London +6/t
- (Internal DT) Shorsho +2/t
- NL Sunset Eternal +3/t
- NEW LONDON:
- [NL Bank] +2/t
- DESERT'S TAIL
- [DT Bank] +1/t
- [DT Gold Mine] +3/turn
- (Vehicle Rental +1/turn)
- RUST:
- [Trade Quarter]
- Stat Post
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