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- -Population - Population is a regularly increasing counter that grows with each turn. Population is a powerful resource able to be converted into military might in a time of need, but also holds heavy sway over Stability. Having less food than the current population can be disastrous along with longterm conversion of population into military. High population may also sometimes interact beneficially with luxury technologies and resources. Individual races are each tracked as having their own population. In instances where there is no clearly defined race player population is defined as [Mixed]
- -Food - Related to population is food, a resource capable of being traded and needed to maintain the general population. Like population, total food supply increases by X per turn. Surplus food may allow for improved Stability.
- -Stability - The general complacency of a nation with its ruling class. A number of factors impact stability, which is qualitative rather than quantitative. Based on the present stability, nations may gain hidden modifiers to dice rolls.
- -Wealth - Numeric value representing the general value of a nation and its purchasing power. Wealth may be crushed to speed along projects or exchanged with other nations for various goods or services. Wealth is impacted by certain technologies and may receive several additional boosts based on related technologies such as [Currency].
- -Structures - Key locations developed by nations for specific uses. May provide boosts to certain types of related rolls. For example a magus academy may help in the training of mage units or a massive forge may aid in developing greater equipment.
- -Defenses - Similar to structures, defenses are sedentary, however they serve as single-location units, usually with high potency.
- -Units - The primary forces of an army. Units have a [Size] and [Tags] which define their capabilities. Organic units (units that do not serve as [Transport] are presumed to be outfitted with immediately relevant tech that is produced, however fluff is very key to defining which tech. Most units will have a modifier such as [+X] that determines a bonus value added to attack dice, this is impacted by the tech involved with a unit and sometimes by [Tags].
- -Tech - You know what tech is.
- -Magic - Like tech but more freeform, usually with niche spells. Studying a tree is the first step and is usually most resource-intensive. From here derivative spells may be studied.
- -Resources - Used to produce certain projects, resources most often have a qualitative value such as [Some], but under rare circumstances will have a numeric value instead.
- -Eccentricities - Based on fluff. Vary from nation to nation.
- [Trace] -> [Scarce] -> [Some] -> [Stable] -> [Lots] -> [Plentiful] -> [Burgeoning] -> [Surplus #]
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