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- THE ROUND
- The round represents five years of in-game time. Everyone declares what actions they will be taking in a round. Order of declaration is decided by roll of a d100 every round, with declarations being made in ascending order of result (i.e. the highest result goes last). When all declarations have been made, the round passes and all declared actions have been accomplished, bar conflicted actions.
- DECLARATIONS
- Each round, each leader may make five declarations. These may be chosen from;
- Train: You make sure more of your subjects are proficient with a particular skill, which gives you +1 to checks involving that skill. High specificity allows for a larger bonus, subject to majority approval. General training does not stack with specialist training (e.g. Military Training does not stack with Mounted Combat) and the bonus of a Train action wears off after the length of an average lifetime.
- Craft: You produce equipment, erect a structure, or otherwise make something from materials to provide a bonus. See the rules on crafting.
- Colonise: You send out a colony to an area to start a new homestead there.
- INTERACTIONS
- Whenever two civilisations are capable of communication, the Leaders may interact freely, which means they can secure anything from trade deals to declarations of war.
- SLOWING DOWN
- In the case of events such as war, which could potentially be settled in less than five years, time instead advances in demi-rounds that take up less time. Depending on the desired scope, the rounds may become annual in order to play out a war or even drop briefly to hourly to play out an important battle.
- CONFLICT
- When two civilisations, or a civilisation and circumstance clash in their intent, the decision of which party is successful is decided by the roll of dice. To overcome circumstances, the leader rolls a single d10 and applies any relevant modifiers, and succeeds if they overcome the DC set by the random event or consensus of all ostensibly neutral parties. In direct conflict between players, they both roll d10s, apply modifiers, and the highest result wins. Both players can lobby for additional bonuses due to circumstances surrounding the conflict, such as morale and environmental factors, and which bonuses are allowed are decided by a player neutral to the conflict agreed upon as arbitrator by both parties.
- RESOURCES
- Resources are acquired from settlements. For every tier a settlement has, it produces 1d4 of a particular resource per round. Typical resources include Wood, Stone, Metal, and Food. Gems and precious metals are collected into the Precious resource, while more obscure resources are subject to player agreement.
- SETTLEMENT CONSTRUCTION
- Refer to http://pastebin.com/5EFJ25nt
- CRAFTING
- To routinely craft equipment, you must spend 1 Metal for every +1 your civilization currently has to the field it will buff. This grants an additional +1, and you can never gain an equipment bonus by spending less Metal than you previously spent on the same variety of equipment.
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