Name:
Short History and Description:
Other Miscellaneous information
Capital [Population: 5]
- Minor Defenses (Short description of them)
- 4 Starting villages of a type of choice
Resources:
-10/20 food
-20/30 Construction material
-10 Mana (Refills each turn)
-0/2 innovation points: (+1/turn)
Army:
- 2 units of choice
Science and Magic
- 5 Technologies (Can be both ideas and Inventions)
There are generic and Strategic resources. The generic resources are as follows and there's only a limited storage between turns.
-Food (Used to feed your population)
-Population (Used to support troops and villages. Each pop unit can support 4 troops or 1 village)
-Construction Material (Used to construct pretty much everything.)
-Mana (Used to cast magic. Different in that everyone has a base allowance, which fully refills every turn. Overdrawing is possible, but not advised.)
-Innovation points (Used to unlock technologies)
There are also specific resources, for example
Villages are subsidiaries of your capital, which provide it with a variety of useful resources. On average, they cost 10 resources and 1 population to construct.
There are many different types of villages, but normally they have one or more of the following 6 functions. Here are some examples.
- Food gathering
- Farming village
- Scavenging
- Livestock
- Port
- Resource gathering
- Mine
- Lumberjack
- Livestock
- Mana gathering (Not a generic, requires tech)
- Mana well (Requires an actual well to be discovered)
- Wizard's tower
- Additional defensive structures
- Outpost
- Barracks
- Transportation and infrastructure
-Port
-Outpost
- Research institutions
-Wizard's tower
-Research institution
The generic villages you get are the following:
-Food Gatherers: Provide 2 food
-Resource gatherers: Provide 2 resources
-Independent Thinkers: 1 Innovation point
Troops have several different statistics:
Health: (Run out and they die)
Attack: (Determines the damage done, by rolling a value between 0 and attack strength.)
Defense: (Reduces damage received by rolling a value between 0 and defense strength.)
Supply cost: (The cost that occurs if the troops move out of your territory. Note that for prolonged mission, you will need some form of supply system)
Traits: Unlocked by going into combat.
Usually, a unit has 5 attribute points, cost 5 production points. This can be modified by several technologies, and by getting several traits. A few examples are noted below.
Positive:
Spells (Cost variable)
Neutral
Ranged, mounted, other unit charasteristics
Negative:
Naval unit: Restricts unit to naval terrain : + 2 points
Battles themselves are played out on a smaller tactical scale, where both players order their troops around and give commands. Location of the battle is also important, as it determines resupplies, reinforcements and other interesting things.
Spring: Excellent weather make for a good time to recruit troops and wage wars. Many animals lay eggs in these periods. Seasonal Migration.
Summer: All food production gets a +1. Young animals make their way out of their nests.
Fall: Storms make travel dangerous. Seasonal migration
Winter: Food production drops significantly (-3/-2/-1)
Player's get a set number of abstracted Innovation points per turn, which they can then invest in unlocking ideas, or creating inventions.
Ideas
An idea is the beginning of all science. It has a level, which determines how far the knowledge of the subject is advanced, and a few effects. Ideas can affect each other, increasing their levels and reinforcing there effects. There's no restriction on which technology you pick, but some do start at lvl 0, or -1/-2. This means that these will be effectively useless unless you have enough prerequisites. Succesfully creating an invention using an idea can also increase it's level.
Inventions
Inventions are made by giving a combination of unlocked ideas. As many as you want, though increasing complexity is not always a good thing. These can give you a specific thing, like a new unit, and new building or in rare cases, a new idea (and something else). Please do give some hints at what you want to get, but don't be disappointed if gun swords don't work out.
Infrastructure
- Travel by Sea (Unlocks sea Travel. Starts at lvl 1) Upgrades Fast and mass travels
-Level 1 Benefit : Allows construction of Small harbor (2 food, 5 resources trading capacity).
-Level 2 Benefit : Allows travel of seas. Not oceans yet.
-Level 3 Benefit : Medium harbor (4 food, 10 resource trading capacity. Cost: 20)
-Level 4 Benefit : Allows reliable travel of deep seas and travel of oceans.
-Level 5 Benefit : Large harbor (10 food, 40 resource trading capacity. Cost 40)
- Travel by air (Unlocks air travel. Starts at lvl -1) Upgrades Fast and mass travels
-Level 1 Benefit : None
-Level 2 Benefit : None
-Level 3 Benefit : Extended vision range during conflict due to observation balloons
-Level 4 Benefit : Unknown
- Travel by Ground (Improves ground travel. Starts at lvl 1) Requisite for fast and mass travel.
-Level 1 Benefit : Allows construction of Roads project (Cost 10 resources, improves militia reaction time)
-Level 2 Benefit : Allows construction of trade roads Project (10 trade capacity, Cost 20 resources)
-Level 3 Benefit
- Underground Construction (Unlocks underground construction. Starts at lvl 0 )
-Level 1 Benefit: Allows construction of smallish underground complexes.
-Level 2 Benefit: Allows the construction of extensive underground complexes
- Large Construction (Facilitates megaprojects. Starts at lvl 0.
-Level 1 Benefit: Allows construction of major projects.
-Level 2 Benefit: 10% cost reduction on major projects.
- Reinforced Construction (Starts at lvl 1) Improves Large construction, Underground construction.
-Level 1 Benefit: Allows you to construct reinforced buildings, at 175% of the normal cost.
-Level 2 Benefit: Allows you to construct reinforced buildings, at 150% of the normal cost.
- Fast Travel (Starts at lvl 0)
-Level 1 Benefit: Gives a minor bonus to scout rolls.
-Level 2 Benefit: Gives a significant bonus to scout rolls, and a small bonus to militia reaction times.
- Mass Travel (Starts at lvl 0) Benefits infrastructure villages
-Level 1 Benefit: Increases the throughput of Infrastructure type villages by 20%
-Level 2 Benefit: Increases likeliness of trade flourishing.
- Urban infrastructure (Starts at lvl 0) Upgrades power infrastructure
-Level 1 Benefit: Increases Population growth by 20%
-Level 2 Benefit: City population (ie unused pop) provides 3 militia units instead of 2
- Power Infrastructure (Start at lvl 0) Upgrades steam power, Natural power sources
-Level 1 Benefit: Provides a bonus to all things that require power.
-Level 2 Benefit: Unknown
Economical Organization
- Engineering (Starts at lvl 0) Upgrades construction, infrastructure technologies and scientific method
- Level 1 Benefit: Gives a bonus to construction related Invention rolls
- Level 2 Benefit: 10% cheaper Projects (Not villages)
- Biology (Starts at lvl 0) Upgrades: agriculture, Herbology, Livestock, breeding, Scientific method
- Level 1 Benefit: Gives a bonus to biology related invention rolls
- Level 2 Benefit: Reduces food consumption by 10%
- Chemistry (Starts at lvl 0) Upgrades steam, Herbalism, Natural resources and Scientific method
- Level 1 Benefit: Gives a bonus to chemistry related invention rolls.
- Level 2 Benefit: Unknown
-Sociology (Starts at lvl 0) Upgrades Scientific Method, Division of Labor, Apprenticeship, caste system, Urban infrastructure
- Lvl 1 Benefit Gives a bonus to sociology related invention rolls.
- Lvl 2 Benefit: Militia are less likely to rout in battle
- Mining (Starts at lvl 1)
- Lvl 1 Benefit: Allows construction of subsurface mines. (2 Production, strategic resource )
- Lvl 2 Benefit: +1 Production in mines
- Agriculture (Starts at lvl 1)
- Lvl 1 Benefit: Unlocks farming villages (Production: 3 food)
- Lvl 2 Benefit: +1 food production in farms
- Gathering (Starts at lvl 1)
- Lvl 1 Benefit: City gains a 2 food base production
- Lvl 2 Benefit: 1 additional food per 2 idle citizens (Ie, not employed in sustaining troops or operating villages)
- Natural Resources (Starts at lvl 1)
- Lvl 1 Benefit: City gains a 2 Production base production
- Lvl 2 Benefit: 1 additional food per 2 idle citizens (Ie, not employed in sustaining troops or operating villages)
- Caste System (Starts at lvl 1) Upgrades Engineering, biology, Chemistry and Sociology
- Lvl 1 Benefit: None
- Lvl 2 Benefit: No idea(please aid here)
- Apprenticeship (Starts at lvl 1)
-Lvl 1 Benefit: City gains 1 base science production
-Lvl 2 Benefit: 1 additional science point per 4 idle citizens
Economical Inventions
- Livestock (Starts at Lvl 1)
-Lvl 1 : Allows construction of ranch villages. (1 food 1 Production)
-Lvl 2 : Allows construction of roving herds (2 food, 2 production. Harder to defend)
- Herbalism (Starts at Lvl 0)
-Lvl 1: Increase troop health regen rate
-Lvl 2: 10% chance that troops survive a deadly encounter (if you win, that is)
- Steam Power (Starts at -1) Upgrades mining
-Lvl 1: Unknown
- Natural power sources (Wind, water, ...) Starts at Lvl 1
-Lvl 1: Allows the exploitation of natural power sources. (Cost: variable, Increases production)
- Division of Labour Starts at lvl 1. Upgrades Caste system
-Lvl 1: Increases production by 20%
- Mechanisms (Starts at Lvl 1)
-Lvl 1: Gives a benefit to mechanism related inventions
- Breeding (Starts at Lvl 1)
-Lvl 1: Increases ranch food production by 1
-Lvl 2: Increases farm food production by 1
- Scientific method (Starts at -1.) Upgrades Engineering, Biology, Chemistry and sociology, Universities
-Lvl 1: Provides a bonus to all inventions related to Engineering, Biology, Chemistry and sociology
Military Doctrine ((All start at Lvl 1, and give related bonus unless otherwise stated))
- Defensive Doctrine
- Lvl 1 Benefit: Gives an additional attribute point to units of the same type.
- Aggressive Doctrine
- Lvl 1 Benefit: Gives an additional attribute point to units of the same type.
- Infantry Doctrine
- Lvl 1 Benefit: Gives an additional attribute point to units of the same type.
- Ranged Doctrine
- Lvl 1 Benefit: Gives an additional attribute point to units of the same type.
- Cavalry Doctrine
- Lvl 1 Benefit: Gives an additional attribute point to units of the same type.
- Artillery Doctrine
- Lvl 1 Benefit: Gives an additional attribute point to units of the same type.
- Supply Trains
-Lvl 1 benefit: Allows the training of supply trains. These provide supplies, and don't require population in management.
- Foraging
-Lvl 1 Benefit: Allows you to ignore supply cost for 1 turn
- Infiltration
-Lvl 1 Benefit: Gives an additional attribute point to units of the same type.
Military Inventions ((All start at Lvl 1, and give related bonuses unless otherwise stated))
- Mounted Troops
-Lvl 1 Benefit: Gives an additional attribute point to units of the same type.
- Amphibious troops
-Lvl 1 Benefit: Gives an additional attribute point to units of the same type.
- Poison
-Lvl 1 Benefit: Allows units to be equipped with the poison attack capability
- Defensive fortifications
-Lvl 1 Defensive fortifications are more effective
- Formations
-Lvl 1: Additional morale for trained units
- Dedicated armies
-Lvl 1: Additional morale for trained units
- Trained militia
-Lvl 1: 50% of the militia is composed of army troops, rather than generic militia units
Infrastructure
- Mana wells Starts at lvl 1
-Lvl 1 : Allows the construction of mana wells, which provide a significant amount of mana to a small area.
-Lvl 2 : Increased mana production
- Mana Crystals Starts at lvl 1
-Lvl 1 : Allows the creation of Mana cystals, which can store mana energy until it's needed later. (for example, in an area where you don't have access to natural mana flows).
-Lvl 2 : Enhanced mana storage
- Runes Starts at lvl 1
-Lvl 1 : Allows the creation of Runes, which are essentially precast spells that can be carried around until needed.
-Lvl 2
- Mana Channeling Starts at lvl 1
-Lvl 1 : Allows short range mana Channeling from an area with a high supply to an area with low supply.
-Lvl 2 : Allows the creation of mana beacons and fountains. One spreads out mana, the other draws it in.
- Incantation Starts at lvl 1
-Lvl 1 : A lengthy, costly and hard procedure that allows you to cast spells to any place in the known world.
-Lvl 2 : Increases cost efficiency
- "Extraplanar Construction" (Bigger on the inside, that kinda thing) Starts at lvl -2
-Lvl 1 benefit: Unknown
- Magical Construction (Starts at lvl 0)
- Lvl 1 benefit: Allows the construction of buildings using magic. (Better, but use mana in construction/ permanently)
- Lvl 2 Benefit: 1 production = 2 mana [Note: Still requires a roll , and many buildings will draw in mana]
- Magical Gateway's (Starts at lvl -2)
- Lvl 1 benefit: Unknown
- Mana Infrastructure (Starts at lvl 0) Upgrades Mana wells, crystals, Runes, Channeling and incantations.
-Lvl 1 benefit: None
Economical Organization
- Enchantments (Starts at Lvl 1)
-Gives a bonus to related inventions
- Magical Husbandry (Starts at Lvl 1)
-Lvl 1 benefit: Allows domestication of unusual animals
- Small Magic (Starts at Lvl 0)
-Lvl 1: Introduces Magical Militia, which know a small amount of tricks
- Big Magic (Starts at Lvl 0)
-Lvl 1: Trained Magical units are stronger
- Magical Universities (Starts at Lvl 1)
-Lvl 1 Benefit: Allows construction of Mage's tower.
- Convenants (Starts at Lvl 1)
-Lvl 1 Benefits: Magicians might turn up for you to recruit at random moments
- Harmony with Magic (Starts at -2) Upgrades all Schools of Magic, conflicts with all technology
-Lvl 1 Benefit: Unknown
Economical Inventions (Some more needed here) (All start at lvl 1)
- Potion crafting
- Lvl 1: Increased healing speed
- Natural Symbiosis
- Lvl 1: Allows mana to be converted into food at a 4 to 1 ratio
- Manipulation of Nature
-Lvl 1: Allows mana to be converted into resources at a 5 to 1 ratio
- Economagic Integration
-Lvl 1: Increases production/food by 1. Villages use 1 mana
Schools of Magic (as on the can, all start at lvl 0 and upgrade Magical universities)
- Conjuration
- Divination
- Illusion
- Elemental Magic
- Meta-magic
- Transmutation
- Necromancy
- Druidism
- Planar Magic's
Military Inventions/strategies (as on the can, all start at lvl 1)
- Aggressive spells
- Passive spells
- Supportive spells
- Defensive spells
- Dedicated Magic Squads
- Distributed Magicians
- Magical transportation
Feel free to improvise and add others. There's no strict limit. These are just some things I have things set up for.
Military:
-Scout your surroundings for things of interest
-Attack an enemy village (Everyone is assumed to know everyone's location. However, until you research appropriate technologies, the enemy will always see you coming. No PM orders.)
Diplomacy:
-Set up a trade route (Requires infrastructure buildings at either side.)
-Do other diplomatic things
Expansion:
-Build a village (10 resources, 1 pop)
-Build a project (A project is a village that doesn't need pop. Usually it costs more and produces only indirect benefits. Example, Irrigation system)
-...