Cool beans. I'm working on a redux, any input is welcome.
The Second Era
During the Second Era, the lens of time has narrowed to mere hundreds of years. Fauna no longer directly provide mana to their creators, and new sources of mana must be sought to sustain action at this focus of reality. Each god guides a single nomadic tribe of sapients, to survival and civilisation or to their doom. Each tribe may occupy one Land at a time (and only one tribe may sit on any given Land at a time). This is also a time of wandering monsters and holy relics, each of which can change the tides of fate.
Actions
All Actions from the previous Era are permitted at their old cost. As before, you have 3 Actions per turn.
Move Tribe: Each time you play this action you can move your tribe to a different Land within the same Continent or to a connected Land in a different Continent. If you move onto a Land occupied by another Tribe and end your turn still there, it forces a Battle. Note that you only gather resources from a Land you start your turn on.
Battle: Enacted by Moving a tribe onto another tribe's Land. This forces a Battle; if you are successful you gain resources and drive them to another Land.
Grow Tribe: This costs resources rather than mana (6 Food and 6 Luxuries), and represents either baby booms or marriage ties with minor clans. Each time you play this action, it increases the number of Clans in your Tribe by 1.
Spawn Monster: For 25 mana, you can create a Monster. Thematically the monster should be related in some way to one of the fauna from your Sphere (e.g. a great dragon, an ogre, an ancient vampire). You can only have one Monster in play per sphere you control. The monster starts out with basic stats but can be improved.
Birth Hero: For 25 mana, you can bless the birth of a sapient, guaranteeing that they will become a Hero. The Hero starts out with basic stats but can be improved. There is no limit to the number of Heroes you can have.
Create Artefact: For a variable cost of mana, you can grant a Tribe or Monster a divine artefact to aid them (see Artefacts).
Teach Spell: For 10 mana, you can teach a tribe a spell they can cast. (see Spells)
Trade: Aa a free action, you may initiate trade with another tribe in the same World. Both sides may then give the other as many or as few resources (excluding mana) as they desire. They may also trade knowledge of spells. You can set up a standing trade agreement as well.
Raze: When on a Land containing hostile Towns, Floors or Shrines, you may bid mana to destroy a single construction, gaining 50% of the resources used in their construction for your tribe. The owner may then bid mana to counteract your efforts.
Monsters get their own Actions and Tribes automatically cast spells each turn, although you can tell them what to cast.
Resources
There are five basic resources in the game. All resources can be stockpiled, and the stockpile moves with the Tribe.
Food is required to support Tribes. 1 Food is needed per Clan per turn or starvation happens.
Production is required both to create Structures (part of the Victory conditions) and to support Clans. 1 production is needed per Farmer Clan to provide necessary tools and infrastructure.
Gold represents general wealth and currency as well as the metal, and is needed to support War Clans and create certain Structures. 1 gold is needed per War Clan to pay for soldiers.
Luxuries represent commodities, spices and other aspects of comfort. Luxuries are needed to create certain Structures and to attract new Clans.
Mana is the foundation of magic for mortals and gods alike. It is used to perform certain Acts and to fuel spells.
Lands produce resources directly when Mined:
Earth lands produce 3 production and 1 gold per Miner Clan.
Water Lands produce 1 gold, 1 luxury, 1 mana and 1 production per Miner Clan.
Fire Lands produce 1 gold, 2 production and 1 mana per Miner Clan.
Air Lands produce 2 mana and 2 luxuries per Miner Clan.
Void Lands produce 5 mana per Miner Clan.
Fauna also produce Resources when Farmed:
Any Tier 4 Fauna on a Land, regardless of Sphere, produce 1 Mana per Farmer Clan.
Any Tier 3 or higher Fungal or Plant fauna produce 0.5 Production per Farmer Clan.
Any Tier 3 or higher Animal or Fire fauna produce 0.5 Luxuries per Farmer Clan.
Any Tier 3 or higher Sky or Crystal fauna produce 0.5 Gold per Clan per turn that is Foraging.
Any Undead fauna regardless of Tier produce 1 mana per Farmer Clan (in addition to the Tier 4 bonus if any).
Any Tier 1 or 2 fauna on a Land, regardless of sphere (except Undead), produce 0.5 Food per Farmer Clan.
Pioneers provide no direct benefit to Tribes. Fractional resources are rounded down after all harvesting and bonuses are complete.
Tribes and Clans
A tribe is made up of multiple Clans. At game start, each tribe consists of 3 Clans who have joined together after a vision from their patron deity. Each Clan may be set to a specific task to the betterment of the tribe:
Farmer Clans harvest the various Fauna on the Land on which the Tribe is resident, producing primarily Food but also other resources based on the variety and amount of local Fauna. Each Farmer Clan costs 1 production per turn to sustain, as they periodically require new tools and equipment.
Miner Clans extract Gold, Production (in the form of raw resources), Luxuries and Mana from the Land on which the tribe is resident. Each Miner Clan costs 1 production per turn to sustain.
Crafter Clans produce 2 Production and 1 Gold per turn, regardless of where the tribe is. They require no extra resources to sustain.
Trader Clans produce 3 Luxuries per turn, regardless of location. They require 1 production and 1 gold per turn to sustain, as they use up tools and raw materials.
War Clans increase the tribe's War Score by 1. They require 1 Gold per turn to sustain, as soldiers tend to be greedy.
Mage Clans increase the tribe's Spell Slots by 1. They require 1 Luxury per turn to sustain, as mages require unusual components for their work.
Producing a new Clan takes an action (Grow Tribe) and consumes 6 Food and 6 Luxuries to foster a new clan or attract one to the tribe. Alternately, clans may be enslaved from other tribes during an Invasion.
Terrestrial, Subterranean or Aerial
When the victor of the First Era selects the sapient race, he must select whether the race is naturally terrestrial, subterranean or aerial. Once this decision has been made, all Tribes must start on Lands that are appropriate to their nature; Terrestrial races cannot start in Caves, Abyss or Sky; Subterranean races can only start in Caves or the Abyss; and Aerial races must start in the Sky or on a Volcano.
In order for Terrestrial races to put their tribes in the Sky or in an Abyss they must spend a Spell Slot on Adaptation; this costs 1 mana per Clan per turn and represents their mages creating floating islands, light, air or traversible platforms to settle upon.
In order for Subterranean races to move tribes into the Sky or into Volcanoes, they must spend two Spell Slots on Adaptation, costing them 2 mana per Clan per turn, as the environment is particularly alien to them.
In order for Aerial races to move tribes into Caverns or the Abyss, they must spend two Spell Slots on Adaptation, costing them 2 mana per Clan per turn, as the environment is particularly alien to them.
All types of races may freely move onto Plains and Seas after they have started.
Battle
When one tribe Invades another, a Monster raids a tribe or two Monsters fight, a battle occurs. During a battle, the War Scores of the attacker and defender are compared. Depending on the result, either side may gain victory or there may be a draw.
First, the War Score of both sides is totalled from War Clans and Heroes (or simply the Might of the monster). Then, if either side have free Spell Slots this round they can choose to cast spells for a bonus to their war score. Finally, both sides roll 1d6 and add that to their score and the scores are compared.
If both scores are equal, this is a Draw. The Monster loses a hitpoint, the Tribe(s) lose a Clan. No resources are stolen.
If the attacker has more points, victory attacker. The defending Monster loses hitpoints or the Tribe loses Clans equal to half the difference in points (rounded down). Up to 12 resources of the victor's choice may be taken, plus a single Artefact or knowledge of a single Spell.
If the defender has more points, victory defender. The attacking Monster loses hitpoints or the Tribe loses Clans equal to half the difference in points (rounded up).
The victor of a battle gains a level for a Hero (if a Tribe) or their Monster. If a tribe loses 3 or more Clans at once, one of their Heroes is killed (attacker's choice). If a Monster reaches 0hp, it dies.
Spells
Each tribe can cast a number of spells per turn equal to their total Spell Slots, which is primarily determined by how many Mage Clans they have, although Heroes can change this as well. The same rules apply to Monsters with Spell Slots.
If given no directions otherwise, tribes will pick what they think is best from the spells they know and try to leave one slot free for emergencies. They do not create their own Spells but instead use the ones you give them. Spells can be traded and stolen as well.
A spell can have multiple effects, and as a general rule effects from different spells stack. When calculating the mana cost of a spell, add the cost for all the different effects together. If an effect has multiple levels, the cost is equal to the level squared, multiplied by the base cost. This cost is then deducted each turn. Possible effects are listed below:
* Fertility: The Food and Luxury cost of producing new Clans is reduced by 1. Base Cost: 5.
* Farming: Farmer Clan production increases by 10%. Base Cost: 4.
* Mining: Miner Clan production increases by 10%. Base Cost: 4.
* Crafting: Crafter & Trader Clan production increases by 10%. Base Cost: 3.
* Destruction: Adds 1d6 to the warscore for a single battle. Base Cost: 6. [Instant]
* Healing: After a battle, resurrects 1 lost Clan. Base Cost: 10. [Instant]
* Travel: Teleports an entire Tribe to another Land on the same World. Base Cost: 20. [Instant] Note: If used against a rival Tribe, you must bid mana to overcome resistance.
* Sacrifice: Kills 1 Clan in exchange for 15 mana. Base Cost: 0. [Instant] Note: Only works on your own Tribe, cannot be resurrected with Healing.
* Transmutation: Transmutes 3 of one Resource into 2 of another. Base Cost: 3. Note: A separate spell must be given for each transmutation combination.
* Curse: Replicates the first four effects on another tribe in reverse (i.e. as a penalty). You must calculate each penalty separately. Base Cost: As per the effects it reverses. Note: This does not trigger a mana bid.
* Antimagic: Each level of this effect raises the Counterspell Level by 1. Base Cost: 1*. *Note: The cost for the antimagic effect is simply equal to the level, not squared (e.g. Antimagic 5 costs 5 mana, not 25).
If an effect is listed as [Instant] then it cannot be prepared as a continuous effect. Instead it can only be used in the right circumstance (usually battle), in which case the mana cost will be deducted immediately to pay for it. A spell slot must be free for the effect to be used, and the same spell slot cannot be re-used in the same battle.
Counterspell: If your tribe or Monster has an Antimagic spell affecting them, they will have a Counterspell Level. If you initiate a hostile spell (such as Destruction, a hostile Travel spell or a Curse) against another tribe, even in self-defense, you must spend three times their Counterspell Level in mana on top of the normal cost of the spell. Note that if the spell is continuous (such as a Curse) this extra cost will apply each turn.
Artefacts
Artefacts function as Spells and the same mechanics are used to create them, with a few exceptions.
1) The artefact produces its effect constantly, limited to its location, and requires no additional mana.
2) On creation, the artefact requires five times the normal casting cost of the spell.
3) The artefact can be traded or stolen in battle, after which its bonuses apply to its new owner.
4) Artefact effects stack as per spells.
5) Artefacts can be destroyed to redeem 80% of their creation cost.
Heroes
Heroes represent demigods, divine champions, or families of power and influence in a Tribe. Each Hero starts with a single ability and gains one each time he increases in level.
There are two ways for Heroes to level up, either by 'arming' themselves with equipment or knowledge (costing 10 Luxuries) or by being victorious in a battle. Heroes require considerable upkeep either because of the demands of their role and status in society, or simply from greed. A Hero requires as many Luxuries per turn as he has levels.
Heroes may draw abilities from the following list. Except where stated, all bonuses stack and abilities may be taken multiple times.
* Miner: All production from mining is increased by 10%.
* Farmer: All production from farming is increased by 10%.
* Crafter: All production from Crafting and Trader Clans is increased by 10%.
* Warrior: Warcore is increased by 10% (stacks, but rounds down). If the Hero has this stat, he adds 1 to the Tribe's warscore. Note that this latter benefit does not stack.
* Mage: Increases number of spell slots by 25% (stacks, but rounds down). If the Hero has this stat, he adds 1 Spell Slot to the Tribe. Note that this latter benefit does not stack.
* Tactician: Increases the offensive Warscore of his tribe by 20% (stacks, but rounds down). Stacks with other bonuses.
* Guerilla: Increases the defensive Warscore of his tribe by 20% (stacks, but rounds down). Stacks with other bonuses.
* Monster Hunter: Increases the warscore of his tribe versus Monsters by 25%. Stacks with other bonuses.
* Slaver: Can only be taken once. When another Tribe is defeated in battle, any Clans that would be killed off are instead absorbed by this Hero's Tribe. This ability conflicts with Sacrificial Priest and a Hero cannot take both.
* Pillager: Can only be taken once. When another Tribe is defeated in battle, any Clans that are killed off grant the victor 5 Luxuries.
* Sacrificial Priest: Can only be taken once. When another Tribe is defeated in battle, any Clans that are killed off grant the victor 15 mana. If a Monster is killed the tribe receives 10 mana per Monster level. This ability conflicts with Slaver and a Hero cannot take both.
Bonuses from multiple Heroes do not stack, they overlap.
Monsters
Monsters represent unusually powerful, intelligent members of their kind, like Humbaba, or Grendel, or Smaug. Monsters start at level 1 with 2 abilities and gain a new ability each time they level up. They move independently of Tribes, although they can occupy the same Land as a friendly tribe so long as they do not Scavenge there. Multiple monsters can occupy the same Land. Monsters move and act independently of tribes.
There are two ways for a Monster to level up, either by gorging itself on food and using another Resource to supplement its growth (costing 10 Food and 5 of another Resource) or by winning a battle. If it wins a battle, it does not have the spend the Food or secondary Resource.
Each Monster has a Hoard, which they take with them when they move Lands. This Hoard contains any and all resources that they acquire. If the Monster is slain by a tribe, that tribe gains their Hoard. If another Monster slays them, they aid the defeated beast's Hoard to their own. Monsters are hungry, consuming vast quantities of food. Monsters must eat 1 Food per Level per Turn or they starve to death. When not scavenging, they consume food from their Hoard.
Each Monster starts with 3 hitpoints and 1 Might. In battles, Might acts as the Monster's warscore. Monsters can have Spell Slots but do not start with them.
Unlike Heroes, Monsters can act independently. Each Monster can move 1 Land (to another connected Land) and take 1 Action per turn (from the list below). Monsters can learn and cast spells as if they were a tribe, provided they have enough spell slots and mana. The monster casts from its own mana store, not its patron deity's.
Scavenge: The Monster acts as if it were a Miner and Farmer Clan, producing resources from whatever Land it is on and from the Fauna therein. These are added to the Monster's hoard.
Raid: The Monster initiates a battle with a Tribe or a Monster in the same or a neighbouring Land (see Battle).
Trade: When adjacent to or in the same Land as a friendly tribe, the Monster may initiate trade with it (or have trade initiated with it). This then works as per the divine ability of the same name and is a free action.
Rest: If the Monster has recently taken damage it can rest and consume 5 Food to heal a hitpoint's worth of damage.
As with tribes, spellcasting does not cost an action but does consume spell slots.
Each level, monsters may select abilities from the following list (including their 2 starting abilities). Except where stated, all bonuses stack and abilities may be taken multiple times.
* Scavenger: All production from scavenging increases by 20%. [Cost: +5 Food]
* Might: Increases Might by 1. [Cost: 5 Production]
* Mage: Increases Spell Slots by 1. [Cost: 5 Luxuries]
* Toughness: Increases total hitpoints by 1. [Cost: 5 Production]
* Rage: Increases offensive Might by 50%. [Cost: 5 Production]
* Caution: Increases defensive Might by 50%. [Cost: 5 Luxuries]
* Kaiju: Increases Might vs other Monsters by 50%. [Cost: 5 Gold]
* Devourer: Can only be taken once. When a Tribe is defeated in battle, any Clans that are killed off give the Monster another 5 Food per Clan to its Hoard. If a Monster is killed outright, receive 5 Food per Monster level. This ability conflicts with Horror and a Monster cannot take both. [Cost: +5 Food]
* Raider: Can only be taken once. When a Tribe is defeated in battle, any Clans that are killed off give the Monster another 5 Luxuries per Clan to its Hoard. [Cost: 5 Gold]
* Horror: Can only be taken once. When a Tribe is defeated in battle, any Clans that are killed off grant the Monster 15 mana. If a Monster is killed the Monster receives 10 mana per Monster level. This ability conflicts with Devourer and a Monster cannot take both. [Cost: 5 Gold]
* Mana Source: The Monster produces 3 mana per turn. Additionally, if a monster has this ability its patron can take mana directly from its mana supply. [Cost: 5 Gold]
Victory
The player who is able to create a Tower, Temple or City wins the Era. They also start the next era with the edifice they have constructed.
Cities
Completing a City is one way to win the Era. A city is built in parts, and each part is called a Town. Each Town costs 20 Production, 5 Luxuries and 10 Gold to construct. While the builder tribe is in residence, each Town on a Land grants bonuses to the resident tribe. Each Town increases Production and Food output of the tribe by 25%. These bonuses stack. When 5 Towns have been built on a single Land and remain standing at the end of the following Turn, they form a City. The city owner then wins the Era.
Temples
Completing a Temple in one's honour is one way to win the Era. A temple is built in parts, called Shrines. A single Shrine costs 10 Production, 15 Luxuries and 10 Gold to construct. While the builder tribe is in residence, each Shrine on a Land grants bonuses to the resident tribe. Each Shrine increases Luxury and Mana production by 25%. These bonuses stack. When 5 Shrines have been built on a single Land and remain standing at the end of the following Turn, they form a Temple. The temple owner then wins the Era.
Towers
Completing a wizard's Tower is one way to win the Era. A tower is built in parts, called Floors. A single Floor costs 10 Production, 10 Gold, and 25 Mana to construct. While the builder tribe is in residence, each Floor on a Land grants bonuses to the resident tribe. Each Floor increases Gold and Mana production by 25%. These bonuses stack. When 5 Floors have been built on a single Land and remain standing at the end of the following Turn, they form a Tower. The tower owner then wins the Era.