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German Empire Stats

Mar 22nd, 2014
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  1. >Name: The German Empire
  2. >Race: Human
  3. >Color: Blue
  4. >Location+ Name of capital: Königsberg, the Northlands
  5. >Fluff:
  6. After the 1st war of the Alliance, a resounding victory which united all the German peoples, in the hall of mirrors, King Friedrich I Die Große of Prussia has been proclaimed the first Kaiser of the German Empire. The various German kingdoms and states including The Kingdom of Prussia, The Austrian State, and the Dukedom of Eliag. One people, one empire, one Emperor.
  7.  
  8. "Mit Gott, Vaterland und König!"
  9.  
  10. http://www.youtube.com/watch?v=-xjzEw7mPeo
  11.  
  12. >Population: 77 (+1 pt)
  13. >Food: 205 (+4 pt, -1 for trade)
  14. >Happiness: 92
  15. >Money: 150 (+1 World Bank Investment, +1 LoG Bank, +2 LoG World Bank investors, +2 Mauser Company)
  16. >Defense: 21
  17. >Attack: 38
  18. >Military units: Roughly 150+
  19. >Naval unites: 1
  20.  
  21. TELEPORTAL MONITOR SYSTEM:
  22. Stability level (scale of 1 GOOD - 10 BAD) *[3]*. Weird.
  23. [Circle of Magic] The lands surrounding central Germany now function on their own beat within the rune, the magic within it under your control, cordoned off from the world outside.
  24.  
  25. Full stats http://pastebin.com/sM5m7Shr
  26.  
  27. >Constructions:
  28. Austria:
  29. [2 Farms: +4 Food Per Turn] -1 for Trade with Earthguy
  30. [Oh baby! +1 Pop Per Turn
  31. [German Schools] +10 on research rolls.
  32. [Portal Facility] +5 To portal experimentation, lessened consequences from portal-related failure.
  33. THE GREAT ROAD - Instant Transportation
  34. From Austro-Prussia to Eliag
  35. From Austro-Prussia to Maschera
  36. From Eliag to Chazdom
  37. From Austro-Prussia to Makers
  38. From Germany to the League of Gold
  39. From League of Gold to Russia
  40. [UBERBUNKER] +3 Def on the Other World, The consequences for Nat1s are Severely Reduced when experimenting on taint or working in the Other World.
  41. THE CITY OF GUNS
  42. *2 +100 Str and 200 as determined, but also allow you to send a Huge Volley to destroy 15 enemy units, at the cost of losing the gun's bonus. For this battle.
  43. [TELEPORTAL RELOAD SYSTEM] - Guns now Infinite Ammo
  44. [TELEPORTAL GOVERNOR] - You will now be aware of whenever something involving that, for example, portals opening, is about to happen!
  45. Prussia
  46. [Prussian General Staff Academy]
  47. [Temple of Zarus]
  48. [Orden der Schwarze Sonne]
  49. [Thule Society]
  50. [Automated Super factory] X5 Standard Units without fail
  51.  
  52. Eliag
  53. [Monestary]
  54.  
  55. Acacia
  56. [THE SCREAM WALL](+1 def)
  57. [Losfer 'Orra university] +10 research
  58. [Sun and Steel Engineering School] +10 to constructions
  59. [Aces high(school] +10 research
  60.  
  61. League of Gold
  62. [Bank] +1 Money Per Turn
  63. [World Bank] +1 Money Per Nation invested: (Germany, Tsardom, Chadez): Net 3
  64.  
  65. >Civtech:
  66.  
  67. Austria:
  68. [Metallurgy]
  69. [Steam Engines]
  70. [The Center for Chemical Research] +15 to researching chemical weapons or chemical defenses.
  71. [Population immune to chemical attacks]
  72. [Pesticides] +10 to food-related rolls
  73. [Naval Academy] +10 to things relateding to ships
  74. [German School of Aeronautics] +10 To constructing planes/researching aeronautics
  75. [School of Engineering] +10 to constructions
  76. [School of Ballsitics] +10 to creating or improving ranged weaponry
  77. [School of Metallurgy and Smithing] +10 to smithing rolls.
  78. [Mechanicworks] +10 to vehicle construction
  79. [Power Storage]
  80. [Harnessing lightning]
  81. [Lightnjng rods]
  82. [Transistors]
  83. [Wiring]
  84. [Mauser Company w/ Dr. Smith] +10 to Gunsmithing and improving
  85. [The Nikolai Tesla Shool of Electricity and Spelling] +10 to working with electricity
  86. [Mascheran School of Economics] Item sold for money will now give more
  87. [Treated Manulyn] Manulyn objects much harder to break via corrosion and like means
  88.  
  89. Prussia:
  90. [Selective Breeding]
  91. [Family Trees]
  92. [Temple of Zarus]
  93.  
  94. Maschera:
  95. [Marketplace] +3 Happiness, +1 Happiness per trade
  96. [Academy of Alchemy] +15 to all rolls involving alchemy
  97. [Plant Growth Serum] +2 Food per farm
  98.  
  99. Makers:
  100. [Core Working]
  101. [Complex Cores 5x Stronger]
  102. [Large Cores Even Stronger]
  103. [Golem Shaping Magic]
  104.  
  105.  
  106. League of Gold:
  107. [Currency] (+1 Happiness per trade with other Civ)
  108. [Log School System] (+5 to research)
  109. +Hiring, Instantly swap money for mercenary soldiers at a 2:1 ratio.
  110.  
  111. CHADEZ-GERMAN SCIENTIFIC COMMUNITY
  112. [Chadez Military Academy] +10 to inventing military devices, armors, and weapons
  113. [Chadez Engineering School] +20 to all construction rolls
  114. [Bearniverstiy] +25 to all research rolls
  115. [Combustion engines]
  116. [General Medicine] +10 to combating disease
  117. [School of Aeronautics] +10 To constructing planes/researching aeronautics
  118. [Greater Electricity]
  119. [Electrical Engines]
  120. [Greater Flight]
  121. [Master Metallurgy]
  122. [Biology]
  123. [English]
  124. [Lightweight Manulynn]
  125. [Chadez School of Modern Technology] +10 to all Mechanic, Robotic, and Programming rolls
  126. [Intellicorp] +15 for weapons/military RnD
  127. [Bunker Construction]
  128. [Radio]
  129. [Radar Scanner] Can use of to detect things underwater, as well as the position of any concealed enemy units.
  130.  
  131. >Resources:
  132. Metals:
  133. Iron, Tin, Copper, Cobalt, Ardite, Thaumium, Manulynn, Silver, Gold, Destabilized Thaumium, Electrium, Ramonit (stable/useful) Balonium, Mythril Ore, Manulyn Ore, Curtinium
  134. Chemicals: Nitro
  135. Potassium
  136. High Octane Fuel
  137. Oil
  138. Special:
  139. 1 bombs
  140. 1 [Delicious Jam]
  141. 1 [Cracked Necromantic Gem]
  142. 1 [??? Spore Sample (Contained)]
  143. 1 [??? Infested Liquid(Contained)]
  144. 1 [??? Tendril Bit(Contained)]
  145. +2 Balonium
  146. +[7] Item [Hyperattractive bullets, when used, the target is certain to die, but all fire is drawn away from other enemies to them.]
  147.  
  148. >Wartech:
  149. Austria
  150. [Black Powder]
  151. [Disease Proof Suits]
  152. [Gas Masks]
  153. [Air Filtration]
  154. [Ionic Air Purifiers]
  155. [Advanced ChemSuits]
  156. [Mustard gas]
  157. [Airborn poison]
  158. [Steam Ships]
  159. [Nitro-Powered projectiles] (+2 Atk)
  160. [Armeeoberkommando] +15 to recruiting
  161. [Sector Defense System] +10 to response to disease
  162. [Bolt-Action Rifles]
  163. [Machine Guns]
  164. [Small Teleportals]
  165. [.50 Cal MG42 "Infinity"]
  166. [75mm Gau 8 "Infinity"]
  167. [Ultimate Sharpness (Bullet Mold)]
  168.  
  169. Prussia:
  170. [Order of the White Hand: Special Unit - Paladin], +2 to def, one more magic (Holy) use when engaged in combat.
  171. [Gryphon Knights (+5 atk -1 def)
  172. [Blunderbuss]
  173. [Cold-Enchanted Armor] (negate offensive Fire enchantments)
  174. [Heat-Enchanted Armor] (reduces effectiveness of cold weapons).
  175.  
  176. Eliag:
  177. [Cutlass] (+1 Atk)
  178. [Strong Armies] (+1 Atk)
  179.  
  180. >Magic
  181.  
  182. Prussia:
  183. [Revive, once per battle revive a military unit]
  184. [Holy Smite, +6 to attack once per battle, +10 against undead]
  185. [Cold Steel] (reduce effectiveness of fire-based units, magic and bonuses by half in combat. Weapons add +4 to attack rolls in combat)
  186. [HeatSteel] (Weapons forged give +2 Damage, less useful against cold armor, deal fire damage)
  187. [Orden der Schwarze Sonne] +10 Magic research
  188. [Thule Society] +15 to training magic based units, +10 to researching magic
  189. [Necromantic Gem] +10 to Necromantic/'black' magic
  190. [Tracer Rounds - Ability to Focus Fire three times per battle, increase the chance of death for a unit]
  191. [Extreme Stopping Power - Ability to Knock Back an enemy four times per battle, removing their ability to use a special ability for that round.]
  192. Eliag:
  193. [Enchantment]
  194. [Moonforged Weapons - Iron] (+1 Atk)
  195. [Moonforged Weapons - Manulyn] (+1 Atk)
  196.  
  197. Donnerhall: (Formerly Laurencium)
  198. Firewall +1 def
  199.  
  200. Unterberg:
  201. [Unterberg Text] +5 To researching magic
  202.  
  203. Acacia:
  204. [The Ballad of Facemelting] kill a unit once per battle
  205. [Call of the wild solo] +15 on any animal related roll. Three turn cool down
  206. [Anti sound] enemy's can't use spells. 2 per combat
  207. [Gift of ormagodden] +15 to magic research
  208. [Magic] Metal Resurrection, raise any unit back from the dead for the remainder of the battle with the power of rock, twice per battle
  209.  
  210. League of Gold:
  211. [Economancy] (make money hyper-effective for speeding things up, once per four turns) 3 Turns Left
  212. Demonic Stuff 1/3
  213. +(Corporate takeover, take control of an enemy unit's special abilities, but it's roll still counts against you. Once per battle.)
  214. [Basic Pyromancy]
  215. [Fireball!] +5 to attack roll in battle, twice per battle
  216. [Comforting Campfires] Add 10 to expansion roll, 3 turn recharge
  217. +Reroll Magic (3 Turns Cooldown)
  218.  
  219. BONUS:
  220. [War Tested] +10 to developing counters to threats and dangers.
  221. [Food: Stuffed] +15 to all rolls
  222. [Conscription: Pop can be converted to military units at a 2:1 ratio, no roll required]
  223. [Happiness] Creepily Toothy Smiles, X5 on any action designed t raise one of your base stats, creating more soldiers is almost instant.
  224.  
  225. >Steam-powered vehicles 3/5
  226.  
  227. ELIAG: Saint Malus Eliag, of the Order of the Sword, +1 action
  228. PRUSSIA: Konnigsberg, capital of Prussia, +1 action
  229. DONNER: Donner, formerly the capital of Laurencium, +1 action
  230. MASCHERA: The former Mascheran capital, +1 action
  231. ARCHIDON: The former Maker capital, +1 action
  232. BLADEHEGE: The foremr Acacian capital, +1 action
  233.  
  234. Armies
  235. Austrian Armies:
  236. 134 Imperial Regiments
  237. 1 Gryphon Knight (+5 atk -1 def)
  238. 4 War Mages
  239. Prussian Armies:
  240. 2 Imperial Regiments
  241. 1 Old Prussian Paladins
  242. 1 Gryphon Knight (+5 atk -1 def)
  243. 1 CSJ-MK2s (Very Fast, 7 Tgh, 10 Str, Airborn, Electric attack) [On Loan from Chazdom]
  244. 1 [Dragon Girl Valkyries] +4Str +2 Tgh Inspiring Call, can double the Str and Tgh of two units, once per battle
  245. 2 [Ice Queens] (4 Str, 14 Tgh, Can Freeze enemy mechanical units to stop them working properly, twice per battle.)
  246. 1 [WarMage] +8 Str/+8 Tgh. Allows an extra use of any spell during battle
  247. 5 [Flamethrower troopers] +10 Atk. Flame attacks, fireproof, can burn down one structure per battle)
  248. 24 [Supersoldaten] (+4 atk and def, triples fluff bonus in combat)
  249. 2 [Zeppelins] +28 Str, -8 Tgh, Airborn, Massive, Can Carpet Bomb to prevent five units from using their special abilities and destroy two enemy constructions.
  250. 3 Valkyries
  251. 7 Walkers
  252. 8 ME 262 [Airborn, Fast, +20 Atk, Can Bombard to kill and mix of three enemy units or constructions, must wait two rounds in combat to use this ability again]
  253. 1 Imperial Venator
  254. 1 Landship
  255.  
  256. Eliag:
  257. 1 Eliag Swordsman Army
  258.  
  259. Makers:
  260. 1 Imperial Venator
  261. 2 Armored Golem
  262.  
  263. Acacia:
  264. 2 Metal Wizards (4 Str, 1 Tgh, Presence on the battlefield makes the AWESOME value skew towards your side, allowing for more radical option to happen more frequently with greater success. Can resurrect a single unit to use their special ability, once per fight.)
  265.  
  266. Chadez:
  267. 2 Chadez Grunts
  268.  
  269. Dersia:
  270. 2 Andul Swordsmen
  271.  
  272. Navy:
  273. 1 Steam Ship
  274.  
  275.  
  276. Makers:
  277. [Core Working]
  278. [Complex Cores 5x Stronger]
  279. [Large Cores Even Stronger]
  280.  
  281. Possible Maker Units:
  282. [Armored Golem 15 Str 35 Tgh, Can Block the death of a unit once per battle, at it's own risk]
  283. [Stone Soldiers] +1 Str/+2 Tgh
  284. [Venator] Massive, Quick, +25 Str, +10 Tgh, Able to instantly destroy any cavalry unit once per battle, Critical Weak Points, very hard to be destroyed by basic units
  285.  
  286. Possible Units:
  287. [Stormwalkers] +20 Str, +20 Tgh, Big, Fast, can instantly destroy any ground-based vehicle unit once per battle.
  288. [Flamethrower troopers] +10 Atk. Flame attacks, fireproof, can burn down one structure per battle)
  289. [WarMage] +8 Str/+8 Tgh. Allows an extra use of any spell during battle
  290. [MG Operator, +8 Str, +2 Tgh, can Suppress one enemy unit negating its roll per turn of battle. This does not negate it's effects.]
  291. [ME262, Airborn, Fast, +20 Atk, Can Bombard to kill and mix of three enemy units or constructions, must wait two rounds in combat to use this ability again]
  292. [Dragon Girl Valkyries] +4Str +2 Tgh Inspiring Call, can double the Str and Tgh of two units, once per battle
  293. [Skeletal Dragonfolk] +4Str +2 Tgh, can Enchant a basic enemy unit once per battle to fight for you.
  294.  
  295. [Landship, +20 Str, +40 Def, Slow, Thick Armor, Weak Points(Movement), Seafaring.]
  296. [Imperial Venator 60 Str, 50 Tgh, Quick, Massive, Thick Armor, Big Weak Points, Can instantly destroy two cavalry or small vehicles in battle, twice per battle.]
  297.  
  298. Possible Acacia Units:
  299. METAL ELEPHANT (+3 Attack)
  300. Metal Wizards (4 Str, 1 Tgh, Presence on the battlefield makes the AWESOME value skew towards your side, allowing for more radical option to happen more frequently with greater success. Can resurrect a single unit to use their special ability, once per fight.)
  301. Heroes
  302. [Strategist Rommel] can legally look at the stats, abilities and equipment of your enemy when in battle. Can call a "re-do" to go back to any point of the fight, once per three fights
  303. [Konan 'Arnie' Bavarian] Hero, Tough, Big, 35Str, 19Tgh, Any special weaponry used by him is x2 as effective, if he dies he can perform a Last Stand to attempt to bring his killer with him, cannot be detected via any mechanical means other than direct sight
  304. [The Baron] Hero, 19Str 5Tgh, Airborn, Fast, has a 1/2 chance to avoid any attacks focused on him, Can pin down an enemy unit making them unable to use any sort of special abilities
  305. [Faust] Hero, +7 Str, +3 Def. Etherial Barrier: Can shield one unit to prevent death through all of a battle, not counting himself. If he dies this fails. Empowerment, all spells have x2 more castings, and halved cool downs.
  306.  
  307. Possible Wubbers Units
  308. 2 Rangerbold [+2 Str, +1 Tgh, Ranged]
  309.  
  310.  
  311. Notes: You mess with the Thaumium quite a bit, but it seems to be magnetized to other pieces of itself. They arrange themselves into tiny circles, and one particularly large one suddenly has a whispy purple gas form within, staying directly within the confines of the circle. A brave volunteer sticks his arm through. It doesn't come out the other side. He pulls it out and, other than being covered in tiny purple dots that wash off easily, he's no worse for wear. You believe constructing a larger "portal" of the destabilized Thaumium may allow you to figure out just where his arm went.
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