CivQuestanon

COMMONWEALTH STATSHEET 1

Nov 29th, 2017
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  1. -Sand Sailors-
  2. Sand Ships: The ships of the Sailors offer them unprecedented movement over the Black Sands. +2 to all movement rolls.
  3.  
  4. Regular Stuff:
  5. NEW LONDON:
  6. *Construction Barge - Minor bonus to most rolls*
  7. {NL Resource: Sand Worm Carcass}
  8. [NL Sand Tree Garden]
  9. [NL Improved Lumber Mill]
  10. [NL Improved Mine]
  11. [NL Smelter]
  12. {Resource: NL Featherlight Mineral}
  13. SHORSHO:
  14. [SH Trading post]
  15. [SH Shrub farm] + {SH Resource: Desert shrubs}
  16. {Resource: SH Desert horse}
  17. {Resource: SH Salt}
  18. [SH Iron Mine]
  19. DESERT'S TAIL:
  20. [DT Iron Mine]
  21. RUST:
  22. [RT Forge]
  23. [RT Aetherstone mine]
  24. {Resource: RT Copper}
  25. {Resource: RT Iron}
  26. {Resource: RT Desert Wood}
  27. {Resource: RT Horses}
  28. {Resource: RT Black Sandstone}
  29. {Resource: Glass}
  30. GOLD TOOF:
  31. [GT Iron Mine]
  32.  
  33. Regular Tech:
  34. NEW LONDON:
  35. (SH Mathematics)
  36. (NL Construction)
  37. SHORSHO:
  38. {SH Shorsho Camels +2 movement rolls}
  39. (SH Iron tools)
  40. DESERT'S TAIL:
  41. (DT Physics)
  42. (DT Chemistry)
  43. (DT Geophysics)
  44. (DT Astronomy)
  45. (DT Steel Making)
  46. {Resource: DT Mud Bricks}
  47. (DT Carriages)
  48. RUST:
  49. (RT Metallurgy)
  50. (RT Magical amplification)
  51. GOLD TOOF:
  52. {Resource: GT Stone}
  53.  
  54. Stability Increase Stuff:
  55. NEW LONDON:
  56. [NL Aqueduct]
  57. (NL Sand Worm Cuisine)
  58. (NL Improved Water Rations)
  59. (NL Arcane magic)
  60. (NL Life magic!)
  61. (NL Earth magic)
  62. (NL Air Magic)
  63. (NL Transmutation)
  64. (NL Pyromancy)
  65. (NL Tech: Wands)
  66. (NL Flying brooms)
  67. (NL Technomancy)
  68. <NL Technomancers>
  69. [NL Technomancers Tower]
  70. (NL Technomagical Protection Suits)
  71. {NL Resource: Trade Boats}
  72. SHORSHO:
  73. [SH] THE CITY OF SHORSHO!
  74. [SH Nat 50 LAKE] + [SH Aqueduct +3 Stability]
  75. <SH Desert Rangers>
  76. <SH Gaurd Komodo>
  77. DESERT'S TAIL:
  78. (DT Light Magic)
  79. (DT Medicine)
  80. [DT Underground Reservoir][DT Water Purification Chambers]
  81. [DT Aqueducts]
  82. [DT Desert's Tails Science/Magic University]
  83. (DT Gravity Magic)
  84. RUST:
  85. [RT Canal]
  86. {RT Resource: Boats}
  87. [RT Rust Magical university]
  88. (Hydromancy)
  89. GOLD TOOF:
  90. [GT Great Hall +Stability]
  91. [GT Breeding Pit +Stability]
  92. [GT Throne, Well +Stability]
  93.  
  94.  
  95. Military:
  96. NEW LONDON:
  97. (NL Gunpowder) + (NL Better Control) + (NL Cannonworks)
  98. [NL Drydocks] + (NL Armored Ships)
  99. (NL Iron Axes +1 combat rolls + Solar Enchantment +1 Combat Rolls) (NL Iron Armor-+1 Combat rolls + Solar Enchantment +1 Combat Rolls)
  100. DESERT'S TAIL:
  101. (DT Explosives)
  102. (DT Desert Warrior Training)
  103. [DT Magic Amplification Tower +2 Defense]
  104. [DT Land Mines +1 Defensive rolls]
  105. RUST:
  106. [RT Defensive walls] + [Great Bridge +2]
  107. [RT Harbor]
  108. [RT Barracks]
  109. (RT Bronze Weapons +1 combat rolls)
  110. (RT Iron Swords +1 Combat Rolls)
  111. (RT Iron Shields +1 Combat Rolls)
  112. (RT Aetherstone Foci +1 Combat Rolls)
  113. GT:
  114. <Larger Boys +1 to combat rolls>
  115. <Squig hounds +1 combat rolls>
  116. [Squiggoth Pit +2 Combat rolls]
  117.  
  118. New London:
  119. 2 Regiment - NL Sand Frigate
  120. Rust:
  121. 1 Regiment - RT Spearman Cohort
  122. 2 Fleet - RT Trireme fleet
  123. Gold Toof:
  124. 1 Regiment - GT Ork Boyz
  125.  
  126. Money:23
  127. Per Turn: +21
  128. TRADE/CURRENCY STUFF:
  129.  
  130. >Trade Routes
  131. (Internal SH) Scorpion Men +3/t
  132. (Internal DT+RT+SH) New London +6/t
  133. (Internal DT) Shorsho +2/t
  134. NL Sunset Eternal +3/t
  135.  
  136. NEW LONDON:
  137. [NL Bank] +2/t
  138. DESERT'S TAIL
  139. [DT Bank] +1/t
  140. [DT Gold Mine] +3/turn
  141. (Vehicle Rental +1/turn)
  142. RUST:
  143. [Trade Quarter]
  144.  
  145.  
  146. Stat Post
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