EnforcerSetup

Hardosa

Jun 12th, 2018
179
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.32 KB | None | 0 0
  1. Nation Name: The College-State of Hardosa
  2. Nation Race: Primarily humans, with sprinklings of elves, 'animal people' (think catgirl type (so ears, tails) over anything else), and others, as the college cares less about your race, and more about your capabilities (and money, because we need a new building blast it.)
  3. Fluff: The Magitech Institute. The College of Crystals. These are but a few names for Hardosa, a city built around, and run by a college specializing in in the fusion of Magic and Technology. Doing their best to stay neutral, and thus a haven of knowledge and learning, they have found a pretty good balance so far to keep any one group from trying to take them over. However, with the rush to the new world comes new opportunities, and Hardosa will not let such chances go to waste. The Crystal Tech Curriculum and Magical Curriculum are sending some of the best and brightest in many fields to set up a new location in hopes that it will spur new research, and also discovery of new resources. This isn't to say that they are only sending brainiacs and mages however, as the Physical Curriculum is sending many of their higher end students to act as pathfinders, farmers, guards, and a start up army.
  4.  
  5. However, beneath the shining surface of the Magitech College and it's related groups lurks the Shadow College, a well known secret to those in Hardosa, but only rumored outside of it. Those who lurk within the wide umbrella of the name have struck a deal with those above, partly to help hide some of the thieves and smugglers on the run, but to also help relieve some of the stress and pressure having so many ne're-do-wells in the city. How this will effect that some are teasingly calling the 'Satellite Campus' is currently unknown, but then no one is sure how the staff and students sent will react to being so far out of the 'ordinary'.
  6.  
  7.  
  8. Trait:
  9. Research Society: All manner of research gets a substantial bonus for Hardosa, but they aren't the best fighters.
  10. Currency: 11.8 (+8.2 income, 7.7 expenses/turn)
  11. Resources: Wood 17, Stone 9, Iron 17, Marble 11, Crystal 12, Crystal Golems 8, Quartz 12
  12. Trade Goods:
  13. Infrastructure: Labs II, Market (+2.2 currency/turn), Defensive Walls +11, Black Market (+2.2/turn), Bombardment Shield (+6), Forge, Fort (1.4x)
  14. Workforce: 8 basic workers
  15. Military (3/10): 1 Stealth Scout Unit (+10, -.1 currency/turn), 1 Guard Regiment (+60 Defenders, -6 currency/turn), 1 Battle Golem (+16, -1.2 currency/turn)
  16. Culture: Housing +2, Education +6, Architecture +1, Roads +4, Magical Culture +5
  17. Wartech: Stealth Tactics +2, Armor +2, Armored Golems +2, Defensive Turrets +3, Crystal Walls +2, Jianist Type-1 Rifles +4, Healing Potions +3, Counter-espionage +23, Magic Upgrades +3, Spy Tactics +3, Sabotage +1, Armor Enchantment +16, Weapon Enchantment +10, Defensive Tactics +2, Superior Weaponsmithing +30, Fort (1.8x), Crystal Weapons +10, Magical Combat +6
  18. Civtech: Fishing +2 (+0.2 currency/turn), Radio +2, Roads +2, Architecture +5, Alchemy +2, Farming +9 (+2.2 currency/turn)
  19. Magic: Shielding Magic +6, Lighting Magic +2, Fire Magic +2, Flight Magic +3, Gravity Magic +3, Light Magic +2, Fire Crystals +1, Spacial Magic +8, Crystal Magic +3
  20. Outpost Alpha: +.6 currency/turn, +2 Army cap, +2 workforce
  21. Outpost Beta: +.2 currency/turn, +1 Army cap, +1 Workforce
  22.  
  23.  
  24.  
  25.  
  26. Nations Known: Trak Swarm
  27.  
  28. 8 of 9 catch up turns used.
Advertisement
Add Comment
Please, Sign In to add comment