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Building Your Nation
Topic Started: Mar 5 2016, 05:52 PM (89 Views)
cdice
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Building Your Nation

The default nation is a loose tribe; 200 people, 50 soldiers, 500 gold on hand, but no income besides taxation. You start with the “Home Village” building as the centre of your population, giving 500 population cap and no special technologies. Your people can be pretty much anything you can think of, as long as it seems plausible. Go crazy.

Fortunately, you have seven specialists to define your nation and customize things, from your military to your religion. These specialists, a name, and maybe a little fluff are all you need to make your nation.

Note that there are default options for each category, meaning that you DO NOT need to select a Specialist from each category.


Military Specialists


Elites are more powerful soldiers trained to execute a specific task. Elites carrying out a task, such as riding a mount or firing longbows from elevated positions, receive extra bonuses that regular soldiers do not.

Assassins:
Grants 10 Elite Assassins, equipped with poison darts (+2 weapon) and leather armor (+0 armor). Adept at covert operations and skilled in ambushes. Highly trained, but have more expensive upkeep.

Knights:
Grants 10 Elite Knights, equipped with longswords (+2 weapons) OR longbows (+2 ranged weapons. Adept at riding domesticated beasts into battle. You may select one free animal to domesticate, so long as it's rideable (and plausible; you might be able to tame rhinos with magic, but not with ordinary means).

Mercenaries:
Grants 10 Elite Mercenaries, equipped with short blades (+1 weapons), shields (+1 armor), and scale armor (+1 armour, -1 mobility). Elites are professional troops (+0 discipline). Your nation is given special recruiting options in the form of mercenaries, but you cannot recruit soldiers from your own population.

Sappers:
Grants 10 Elite Sappers, equipped with hammers (+1 weapons) and leather armor (+0 armor)
Elites adept at the use of siege weapons, giving bonuses against structures.

Scouts:
Grants 10 Elite Scouts, equipped with shortbows (+1 ranged weapon) and hide armor (+0 armor). Adept at safely gathering intel from a distance and giving more accurate reports.

Watchmen:
Grants 10 Elite Watchmen, equipped with short blades (+1 weapons) and leather armor (+0 armor). Adept at executing defensive tactics, such as against espionage. Always “dug-in” when defending in friendly territory.

Borderers:
Grants 50 Soldiers. Your army can construct small fortifications, roads, outposts, and redoubts with their defense action.

Citizen-Soldiers:
Grants 50 Soldiers. Your citizens may have a heroic response to unexpected attacks. Soldiers more skilled in friendly territory.


Civilian Specialists


Builders:
Basic Construction tech, Palisade Wall building; Adept Builders special (Cheaper buildings, buildings more resistant to damage)

Craftsmen:
Quality Goods tech, crafted Trade Good of your choice; Able Craftsmen special (Cheaper development of crafted trade goods, crafted trade goods more valuable).

Farmers:
Basic Farming tech, Domestic Animal resource of your choice; Gifted Farmers special (Cheaper farms, 50% more popcap from farming).

Merchants:
Basic Seafaring tech, Trade Port structure OR Caravan Logistics tech; Cunning Merchants special (faster growth of trade income, investment in trade is more effective).

Miners:
Basic Mining tech, Basic Mine structure w/ Simple Mineral of your choice; Expert Miners special (Cheaper mines, can determine the minerals available in an area at a cost of one act per hex).

Peasants: 100 citizens, Village Green structure; Hardy Peasants special (1.5x population growth, population more loyal).

Sailors:
Basic Seafaring tech and your choice of Deep Sea Sailing tech OR Fishing tech; Shipyard structure; Canny Sailors special (can take longer voyages without resupply, more likely to succeed through bad weather, bonus to naval combat)

Slaves:
100 slaves, Slave Pens structure; Slave Labor special (Prisoners may be converted to slaves immediately, slaves contribute to productivity as normal citizens)

Research Specialists

Bards:
Amphitheater building, Bardic Lore special (Cheaper cultural projects, population more loyal)

Diplomats:
Basic Seafaring core tech, Trade Port structure tech; Shrewd Diplomats special (Diplomats can quickly travel across the world to their destinations, more favorable rate of peaceful tech transfer)

Inventors:
Basic Engineering tech, Workshop structure; Clever Inventors special (Cheaper applied technology)

Smiths:
Basic Metalworking, Forge structure; Master Smiths special (Cheaper weapon/armour techs, higher quality weapons/armour) (Note: If you do not have the Miners specialist, you do not receive Basic Metalworking)

Spies:
500 Gold, Basic Espionage; Subtle Spies special (Your spies are more effective and less likely to be detected, easier research of stolen techs)

Philosophers:
Library structure, a basic tech of your choice; Spark of Brilliance special (Cheaper core technologies)


Negative Specialists


The first of these specialists you take counts as a negative specialist, allowing you to take an additional specialist. Taking more would be unwise.

Bureaucrats:
Additional Tax Income; Less Foreign Trade, Slower Construction Speed

Cowards:
Cheaper Defensive Structures; More Expensive Troops, Fearful Troops

Heretics:
Easier Contact With Monsters; Weak to Infiltration, Religious Instability

Prophets:
Minor Divination Power; Bad Luck, More Disasters

Rebels:
Well-Armed Population; Disloyal Population, Social Unrest

Traditionalists:
Strong Against Infiltration; Slower Research, Uncreative

Vagrants:
+50% Popcap; Population 1/3 Less Effective, Thieves

Superstitious:
Strong Against Cultural Conversion; More Devastating Disasters, Fearful Population


Magical Specialists


Note that the first magical specialist counts as two specialists. Any further costs one.

Abjurers
10 Mages, Basic Abjuration and your choice of Basic Protections OR Basic Banishment.
Abjuration is the school of magic that deals with protective and defensive magics. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
Protections is the art of protecting oneself, groups, or even entire cities using protective wards and traps. Later, Abjurers can even heal the would of others.
Banishment is the ability to banish creatures, like demons and other beings, back to their dimension, or even to a dimension not their own.

Alchemists:
10 Mages, Basic Transmutation and your choice of Basic Elixirs OR Basic Internal Alchemy
Alchemists are mysterious figures who have huge levels of understanding of the fundamental building blocks of the world. Alchemy is at it's heart the magic of change, and this is expressed through three disciplines - Transmutation, Elixirs, and Internal Alchemy.
Transmutation is the art of transmuting one substance into another. Whether it's making a metal stronger, or turning an enemy into salt, this is the most widely useful alchemical art.
Elixirs pertain the creation of nigh-miraculous substances via transmutation, that can then be ingested or in some other way used by the unenlightened. This tech is supported by and overlaps with Enchanting techs based around Medicine or Enhancement.
Internal Alchemy is the result of Alchemical experimentation and practice, and provides the Alchemist with a strong internal constitution and can be used to develop specific attributes, such as personal flight or immunity to flame.

Enchanters:
10 Mages, Basic Enchanting Magic tech.
Enchantments require both power from a mage and skill from a mortal, being most powerful at the union of the two.
Enchantment magic is specialized over a vast multitude of disciplines, as a series of applied magic techs based off either your core enchanting magic and some other core tech, as in Basic Mining Enchantment, or your core enchanting magic and the skill of a specialist, as in Basic Slavery Enchantment.
Knowledge of a type of enchantment allows you to produce a wide variety of magic items related to that specialization or field. It also allows your mages to support activity of that sort by their mere presence, by maintaining temporary enchantments on the people they support.

Necromancers:
10 Mages, Basic Necromantic Animation tech and your choice of Basic Necromantic Binding OR Basic Necromantic Curses
Necromancy is divided into three disciplines: Animating, Binding, and Cursing.
Animation requires corpses, and converts them into useful undead monsters (default being mindless zombies).
Binding requires the sacrifice of precious things (usually gold, herbs, or incense) and contacts the spirits of the dead for some purpose.
Curses require either a target in line of sight or items ritually significant to the target, and does terrible things to the target.

Oracles:
10 Mages, Basic Divination and your choice of Basic Mental Arts OR Basic Physical Arts.
Oracular magic is divided into three disciplines: Divination, Mental Arts, and Physical Arts
Divination reveals things that are distant or hidden; from scrying your enemies to predicting the future to asking questions of the gods themselves (and getting answers).
The Mental Arts involve psychic powers like telepathy and telekinesis.
The Physical Arts involve perfecting one's own body through meditation and inner focus, making Oracles into super-deadly powerhouses.

Shamans:
10 Shamans, Basic Shamanism and Basic Warding.
Shamanic Magic is divided into two disciplines: Shamanism and Warding.
Shamanism, as in Basic Shamanism is the shaman's signature power; the ability to leave their bodies in spirit form, to contact or do battle with other spirits. They can perceive the spirits of the dead, but not call them from the netherworld as do necromancers, nor keep them long in this world after death. More usefully, they can contact and do battle with the spirits of nature, defeating animal spirits to bind the animal, or defeating Wind Spirits to bind the wind. This always entails some risk to the shaman, but the risk can pay off greatly.
Warding, as in "Basic Warding" is a related power of the shaman, the ability to protect their surroundings from all manner of threats. This passively protects the shaman at all times, and can be extended to the nearby area with some concentration. Shamans working together in this way can extinguish fires, avert storms, quell riots, and dispel hostile magics.

Sorcerers:
10 Mages, your choice of TWO Elements.
Sorcery is divided into five disciplines, one for each element (Air, Earth, Fire, Water, and Wood).
Applied Sorcery, combining two disciplines, is also possible.
Sorcery is generally overt and destructive, which makes for excellent battle magic. Subtle or beneficial applications of elemental power require Careful Study.

Diablerie:
10 Mages, Basic Calling and your choice of Basic Summoning OR Basic Channeling
The art of calling demonic powers to your aid, this is one of the more versatile and powerful lesser paths of magic. Diablerie, while being powerful and allowing any demonic art to be channeled through the mage, has two drawbacks. One, any diablerie spell, no matter how minor, requires a sacrifice of blood. Two, using diablerie magic has a tendency to attract the attention of otherworldly entities, not all of whom are friendly.
Summoning may be used to call forth Demons and other creatures for a short period of time, such as during a battle.
Calling allows you to bring Demons into this world entirely.
Channelingn allows a Diabolist to channel a demon's attributes through himself, whether allowing him to wield hellfire, making himself tougher, grow claws, inhuman intellect, etc. This can cause permanent changes in the user, although often not the ones they would prefer.

Geomancy:
10 Mages, Basic Ley Lines, Basic Dowsing, OR Basic Terrain Control
The art of tapping into the vast natural forces that move within the earth, Geomancy is a difficult and time-consuming art, notably highly reliant on ritual and pre-built structures.
Controlling Ley Lines is the geomantic art of tapping into the earth's mana and can be used to gather and refine magical energy in a specific location.
Dowsing can be used to determine information about the land, places that are far away, or things that are hidden.
Terrain Control is the geomantic art of changing the landscape into a different shape or form - this can change plains into forest or vice versa, given time, or greatly simplify construction projects involving building or changing some aspect of the land.

Illusionists:
10 Mages, Basic Physical Illusions OR Basic Mental Illusions.
The art of creating false images, sounds, smells and feelings, illusion is an old art once practiced by Oracles but forsaken in favor of Mental Arts. It notably aids spies and saboteurs in their work.
Physical Illusions change the properties of a physical object in some way, such as making a monster appear to be a man, a field appear to be aflame, or a mage to appear to not be there at all.
Mental Illusions change the properties of the senses themselves, allowing one man to see or hear things that others around him cannot, such as making one man see a dangerous trap or a secret message, or one of his friends pulling a knife to stab another friend in the back, and others not.

Wizards:
10 Mages, your choice of one basic magic tech from another discipline.
Wizardry encompasses all disciplines. Indeed, many Wizards invent their own disciplines. If you can imagine it, there could be a Wizardly discipline devoted to it.
Wizardry is astonishingly flexible, but at a cost; Wizardry takes significantly more preparation than other sorts of magic. While Shamans can simply research Warding and avert all manner of catastrophes at once, a Wizard researching Warding would then need to research a new spell for each type of threat he seeks to avert "Ward Against Fire", "Ward Against Storms", "Ward Against (Magical Discipline)", and so on. Even Enchantment doesn't require nearly as much preparation; Enchanters can research "Basic Engineering Enchantment" and than freely create such things as pulleys that turn themselves without further study, while Wizards would need to research "Basic Enchanting Magic", then "Basic Engineering Enchantment", then "Self-Turning Pulley Spell", and only then could they get to enchanting.
As if to compensate for the immense amounts of extra research Wizards need to be effective, they generate one extra act in each season of magical research.

Culture


Barbaric:
+100 Soldiers, Conversion Response (Your people quickly convert in the face of outside missionaries)

Mercantile:
Trade Good of your choice, Impious Response (Some of your people convert, but the religion doesn't get far)

Philosophical:
Basic Tech of your choice, Philosophical Response (Your people actively resist conversion)

Practical:
Basic Structure of your choice, Indifferent Response (Your people neither resist nor embrace conversion)

Nomadic:
Scout Report special, Syncretic Response (Your people embrace whatever parts of new religions they like best), Herders Special (two Domestic Animals of your choice, your people feed themselves on the march), bonus to traveling overland, you don't start with a home Village or any buildings (instead you receive a single applied tech of your choice for each building you would have otherwise received).

Flotilla:
Your people started heading somewhere in a vast convoy of boats, and kind of... never left. Now they work the sails and the seas for their living, by trading, transporting goods, fishing, and it is whispered... by Piracy. Grants Basic Navigation & Commerce, Deep Sea Sailing, AND Fishing; Naval Supremacy special AND Scout Report special; You have enough boats to transport your entire tribe (which now give Popcap) and knowledge of two friendly Ports. You start with no buildings of any kind, but the buildings you would normally have started with are available in one of the two friendly Ports. You may not construct buildings.


Religion


All Religions begin the game in a basic cult form, and only advance to the next tier, which is denoted with an *, when the religion specific building has been built and Organized Religion has been researched. Bear in mind that the bonuses in question are dependent on keeping the tenets of the religion; violations can remove these bonuses as well as upset your people.

Priests:
10 Priests, Organized Faith special (religion is more effective; see religion further down for effects), and your choice of Basic Dominance tech OR Basic Blessings tech.
Priestly Magic is divided into two disciplines: Dominance and Blessings, and touches upon the related area of Divine Favor.
Dominance, as in Basic Dominance, is the supernaturally compelling power of a Priest's words, allowing them to convince anyone and anything of the truth of their ideas, given time.
Blessings, as in Basic Blessings, is the ability of priests to bestow power upon their followers, making them better in a variety of ways.
Divine Favor, not a technology, is the power of the religion the priests run. The more believers they have, the more power it has. How the power manifests itself is heavily dependent on just what is being worshipped, but it tends to involve a requirement from the object of worship, and benefits to the worshippers depending on how effectively they can meet that requirement. Generally, this involves spreading the religion and building shrines and temples.

Ancestor Cult (You worship your ancestors): Shrine structure, 'Ancestral Will' special (+1 Action Points cost to a chosen Action. Once the Action is completed you may choose another one. This bonus does not stack with 'Oppressive Regime' special.)
*Ancestral Faith:Grace of Your Ancestors special (+2 Action Points to a chosen Action. Once the Action is completed you may choose another one. This bonus does not stack with 'Oppressive Regime' special.)

Divine Cult (You worship deity(s)): 'Shrine' structure, 'Divine Interest' special (Choose one Action. That Action gains +1 Action Point towards it this season. You may not choose the same Action you chose previously)
*Divine Religion: 'Divine Patronage' special: (Choose two Actions. Those Actions gain +1 Action Points towards it this season. You may not choose the same Action you have chosen previously. You may not stack these choices.)

Arcane Cult (You worship Magic as a whole.): Shrine structure, Arcana special (You gain +2 Action Points when researching new Schools/Elements for your chosen Magic Path)
*Arcane Study: Order of Hermes special (Magic saturates your people, gifting them with a natural talent towards the arcane arts. 1 out of every 50 citizens has magical talent and you can train them in half the time.)

Hero Cult (You worship a particular person or group): Shrine structure, Legacy special (+1 Leadership, +1 Training)
*Legendary Tales: Legends special (+2 Leadership, +2 Training, +2 Discipline)

Deified Leader (a cult following a particular living person, where you see your king as your god): Shrine structure; Devotion special (Your leader bestows +2 Leadership and +1 Training to any army he leads),
*God-Emperor:'God-Emperor' special (Your Leader bestows +5 Leadership and +2 Training to any army he leads)

Monster Cult (You worship one or more intelligent monsters): Shrine structure, Appeasement special (specifics depending on type of monster)
*Monster Rule:'Cooperation' special (specific depending on type of monster)

Nature Cult (You worship nature): Shrine structure, Nature's Bounty special (You gain access to a unique resource. This resource grants a trade income of 25 gold.)
*Nature Worship: Nature's Will special (You gain access to a second unique resource, or may choose to gain access to a common resource of your choice. In addition you gain the ability to call upon an elemental of your chosen land type.)

Agnostic (You refuse to devote yourself to a higher power): 'Debate Forum' structure, 'Open Arms' special (You assimilate foreign populations, both from conquest and peaceful means, 10% faster.).
*Agnostic Society: 'Hall of Rationality' structure, 'Melting Pot' special (You may choose one additional Specialist. )

Atheist:(You do not feel as though the divine world has any effect on your way of life) 'Archives' structure, 'Nothing to do with us' special (The effects of both good and bad random events that affect the world on a global scale are mitigated for you)
*Universal Atheism: 'Hall of Chronicles' structure, 'History teaches us' special (Bad random events on a local scale are mitigated and have a silver lining.)

Edited by cdice, Mar 10 2016, 04:52 PM.
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