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Nation Building Options
To build a nation for the game, you simply assign 7 specialties and then select your characters. Each specialty can be
considered a single choice, with the exception of magic specialties and negative specialties.
SELECT CULTURAL STYLE
SELECT RELIGION
SELECT SPECIALITIES
SELECT CHARACTERS
Step 1: Select a Cultural Style
BARBARIC
+ 1 to Beastmastery research rol ls
1 0% Cheaper soldiers
-2 cultural power
PASTORAL
+ 1 to Agronomy research rol ls
20% taming/training reduction on Docile
creatures
The benefit of positive civic events are halved.
AESCULAPIAN
+ 1 to Biology research rol ls
20% less casualties and smaller disease
threshold hold on civi l events table
-20% assimilation rate minus an additional 20%
per level of Biology above assimilating
population. Disease results are increased by
two thresholds for assimilated populations unti l
8 seasons after assimilation.
EXPERIMENTAL
+ 1 to Science research rol ls
You can forfeit the morale bonus on your civic
event rol l to add it to a research rol l once every
4 seasons
-2 cultural power
PRACTICAL
+ 1 to Engineering research rol ls
Each time a construction project is completed,
add +1 to the next Civics event rol l .
-1 to Society research rol ls
NOMADIC
+ 1 to Navigation research rol ls
Starts with 2 large caravans, 50 portable tents,
And a domesticated animal
Foraging, hunting and comparable actions can
apply to each hex the population who attempts
them moves through
Does not start with the ‘Town vil lage’ or any
‘crops’ structures
MERCANTILE
+ 1 to Commerce research rol ls
Trade value increased 50% (rnd down), add
civic event numeric result to food/income
Taxation counts as one higher for Morale
(crushing counts as -20 morale)
MILITARISTIC
+ 1 to Warfare research rol ls
Soldiers get +1 Training and Discipl ine
Morale setbacks linger, Mil itary Morale setbacks
reduce Morale by 1 additional point.
POLITICAL
+ 1 to Society research rol ls
Taxation counts as one lower for Morale
Takes two seasons to change taxation rate,
increase negative civi l events by one threshold
SPIRITUAL
Free rel igion upgrade, +1 morale
Research progress for any category degrades
by 1 per season except for categories included
in research actions that season (i.e. research
doesn't 'hang').
MYSTICAL
+ 1 to magic research rol ls
Extreme results grant; Exceptionalists: a free
mage, Ritual ists: power boost to next spell ,
Mystics: 2 free magical research points
-1 to research rol ls for World domain categories
(Physical Science, Navigation, Engineering)
PHILOSOPHICAL
Completing a research threshold grants 1 d4
research points into the research category of
your choice
Enthusiasm civi l event result is replaced by
sloth
Step 2: Select Religion
ANCESTRAL WORSHIP
Sacred Graveyard structure (reduce chance of disease result/cultural structure/no idea), Wil l of the
Ancestors (+morale/bonus when approved actions taken)
Upgrade - channell ing (get possessed), exemplars (take on the attributes of key ancestors/de-
randomize Wil l of the Ancestors), spirits guardians (ancestor spirits resist astral intrusions/scrying),
Walpurgisnacht (ancestors walk the earth during certain times)
DIVINE CULT
Shrine Building (hands out blessings/happiness), Divinity (portfol io choices)
Upgrade - Ecclesiarchy (+tax and happiness), Pantheon (expand minor portfol io choices), Deity (less
portfol io selections but individual selections stronger)
HERO WORSHIP
Lay of Heroes structure (write in to motivate an action?), Inspiration, + Leaders/Training
Upgrade: God-emperor (+1 0/+5 super-character), legends (cultural resistance), exemplars (trials),
Tomb Cults
ESOTERIC CULT
Hermitage building (+ magic research), cheaper mages
Upgrades - Mystery cult, Profane god, Magisterium, Beyond good and Evil , Arcane God,
Conceptualis
MONSTER CULT
Den/Lair structure (takes up space, houses monster), relationship with magical beast
Upgrades: Monster minions (general ly advanced soldiers or workers), mutual ism (Monster is much
more helpful in return for services), Dominator (demands increase but monster becomes terrifyingly
powerful)
NATURALISM
Grove Structure (supports a plant/small crop and animal), Ecology (+animals, +pop/space from
forests (or selected terrain type)
Upgrades - Savage (+war, bonus with wild creatures), Eden (+l ife, bonus with docile creatures),
Druidry, Monism (get along better in al l natural environments)
NOne
free tech? Intermediate X?
upgrades: Harlequins (highly syncretic patchwork of other rel igions), Nihi l ists,
Secularists, Humanists,
Military SpecialtiesEach mil itary specialty selected grants 5 elites and 25 soldiers
ASSASSINSApplied Techs - any small one handed melee weapon, any small ranged weapon, [Basic poisons], [Basic stealth], [Basic outdoors
gear], [Improved ambush]Elites are able to apply poison to their weapons /1 poison known [revisit]
+1 covert act al lowance
BERSERKERSApplied Techs - any two handed weapon, [Basic l ight armour], [Shock troops],
El ites can use Beserkergang [+attack, no fear but take more casualties]
RIDERSApplied Techs - one tier 3 or lower creature tamed (cannot have unrideable quality), [Basic l ight armour], [Rider training; selected
creature]Structure and population of chosen creatures based on choice (see creature entries page x).
El ites get +1 mobil ity when mounted
KNIGHTSApplied Techs - any one handed weapon, l ight or medium armour, [Simple Shields] [Basic heavy armour], [Improved discipl ine], [Basic
outdoors gear]El ites count as 1 additional soldier for outnumbering bonuses, and have a Code of Conduct
ELITESApplied Techs - any weapon, then a choice between; any weapon, simple shields, medium armour, or heavy armour, [Basic l ight
armour], [Improved training]El ites count as 1 additional soldier for outnumbering bonuses
RAIDERSApplied Techs - any one handed weapon, [Menacing troops], [Basic sabotage], [Plundering]
El ites get +1 mobil ity unmounted [revisit] , and Intimidating (-1 to enemy morale)
RANGERSApplied Techs - any ranged weapon, any one handed weapon, [Improved tracking], [Supplement rations], [Basic traps], [Basic
pathfinding], [Basic outdoors gear], [Basic Survival gear]El ites halve terrain penalties for movement (before other modifications)
MARKSMENApplied Techs - any two ranged weapons, [Improved training], [Improved warfare: chosen weapons]
Elites with ranged weapons have Accuracy
COMBAT ENGINEERSApplied Techs - [Basic l ight armour], [Basic medium armour], [Basic toolset], [Basic sabotage], [Basic siege weapons],
Idle soldiers may count as Population die for construction projectsElites are Sappers and Adept at constructing fortifications/roads
SLAVE-SOLDIERSApplied Techs - [Slave Soldiery]
+1 00 slavesElites are Intimidating and Slavedrivers
CITIZEN-SOLDIERSApplied Techs - any one handed weapon, [Armed populace]
Soldier recruitment costs 75% rounded up (Cost of Elites unaffected)Half of idle soldiers count towards Population Die
Elites have Civic Soldiery
SENTINELSApplied Techs - any one handed weapon, [Simple Shields], [Improved Security]El ites are Guardians (+defense in cities) and Vigi lant (+passive detection)
SCOUTSApplied Teachs - [Basic pathfinding], [Basic outdoors gear], [Basic Survival gear], [Improved Reconnaissance]
Elites get + 1 Mobil ity and Perceptive (+active detection)
Step 3: Select Specialties Military
Step 3: Select Specialties Research
Research Specialties
HUNTERSIntermediate Beastmastery
Add your beastmastery threshold level to the hunting outcome roll
FARMERSCore Techs - Intermediate AgronomyApplied Techs - any tier 1 animal tamed
Selected animals (amount based on animal)+2 to farm construction rol ls
MEDICINE MENIntermediate Biology
gain (Pop die x1 0) food from foraging instead of (pop die x5)/discover al l plants when foraging
INVENTORSIntermediate Physical Science
Inspiration: When ever an extreme result occurs on a random event - Civi l , Weather or other - gain 1 d4 research pointsto a World Category of your choice.
SAILORSCore Techs - Intermediate Navigation
Applied Techs - [canoes] [simple sailboats]Buildings - 'Port'
Less chance to get waylaid sail ing
BUILDERSCore Techs - Intermediate Engineering
'Palisade' Structure+1 to construction rol ls
MERCHANTSCore Techs - Intermediate Commerce
Traded goods gain percieved value equal to your Commerce threshold levelSold goods gain bonus gold equal to Commerce threshold level + item quality.
MILITIACore Techs - Intermediate Warfare
A portion of your population(1 0% Warfare Threshold level) count as soldiers when attacked
DIPLOMATSCore Techs - Intermediate Society
+ 2 cultural power1 .5x Assimilation Rate
20% more expensive soldiers
Step 3: Select Specialties Research
Civil Specialties
PEASANTSdouble population growth
-1 to research rol ls-2 cultural power
MINERSMines cost -2 AP to build per level of the mine
Mines produce bonus resources per turn equal to the level of the mine minus the quality of the materialBuildings - 'Refinery'
PRIESTS+ 2 cultural power+1 rel igious upgrade
Increase assimilation by 20% for each grade higher your rel igion level is compared to the assimilating population.
SLAVE-WORKERSApplied Tech - Slave recruitment
Conquered populations can be turned into slaves, which can contribute to the population dieRatio of slaves to citizens modifies the civi l events rol l (
Step 3: Select Specialties Negative
Negative Specialties
Negative specialties don't cost any of your 7 specialty choices. Instead, they grant you an additional specialty choiceA maximum of 2 negative specialties can be selected, though the GM may wish to al low more (or l imit them to 1 or none)
BUREAUCRATS
-1 to construction projects, deduct tax level from perceived value of trade goods
Reduce tax-induced morale loss by 1
TIMID
25% more expensive Soldiers/Elites, morale outnumbering penalty increased by 1 , populations concquered twice as fast
Reduce cost of defensive structures (walls, forts, castles) by your engineering level
AUTONOMOUS
Negative civic events increase by one threshold (rebell ion becomes revolution), desertion due to cultural power increased
Reduce conquering speed by 25%-1 00% (based on warfare, society or cultural power - undecided)
TRADITIONALIST
-1 research, less free XP and research from random events, including any granted by inventors & philosophers
+2 covert detection
VAGRANT
1 /3 of your population don't contribute to the Population die
50% less food required
SUPERSTITOUS
-1 rel igious research, stronger cults when generated by civi l events rol l , -1 morale
less morale lost from harrowing supernatural events
Step 3: Select Specialties Magic
Magic SpecialtiesMagical Specialties are cost 3, then 2 specialty choices for the first, then subsequent selections of a magical specialty
respectively. Each subcategory of magic has four thresholds of advancement.
Each time a magical specialty is selected, select any magical style.
ALCHEMY
Transmutation & Transphasia
SHAMANISM
Primal & Astral
WIZARDRY
Time & Space
EMPYREA
Warding & Smiting
WITCHCRAFT
Blessing & Cursing
EVOCATION
Summoning & Banishing
NECROMANCY
Bodies & Souls
SORCERY
Earth, Air, Water & Fire
TRANSENDENCE
Mental & Physical
Magical StylesMysticism - study, intuition and metaphor
Exceptionalism - innate capacity and training
Ritual ism - hard work and intricate ceremonies
Step 4: Select Characters
Character TypesSelect 4 Character types of any combination (including multiples) who wil l begin with a +1 bonus. Bonuses can be
increased by accruing experience, which is gained by leading relevant actions, or sometimes by chance. Max bonus +5
DIPLOMAT
Add bonus to assimilation rate, and perceived cultural power of any group you are present in
AGENT
Add bonus to detection difficulty
ARTIST
Add bonus to production quality of goods, or spend x turns (up to a maximum of their bonus) of actions creating
a work of entertainment that boosts morale by x on the final turn.
LEADER
Add bonus to discipl ine in battle, (and/or something morale related)
GENERAL
Add bonus to leadership and discipl ine in battle
WARRIOR
Add bonus to single combat rol ls
MAGE
can cast, bonus to magic research, half bonus to spell 's power
FOREMAN/ADMINISTRATOR
add half bonus to construction projects
WARDEN/RANGER
add bonus to detection in cities/wilderness
SCHOLAR
Half bonus to research
MERCHANT
Add bonus to percieved quality of traded goods
HIEROPHANT/PRIEST
Add half bonus to assimilation rate and rel igious upgrade research