Sorcerers @ War
Welcome, poor souls, to Sorcerers @ War. The full introduction and gameplay details can be found in the manual, but this represents the successor to the seven-years-dead original Fiefdoms @ War. A heavy codebase backs this particular game, representing something of an ongoing commitment on the part of your humble GM. Really, really do read the manual.
If all goes well, this game will go on for some time. You do not have to play for all of it.Sorcerers @ War will work on a 'tag in, tag out' system. If a player chooses to retire or loses through one of the two 'soft' lose conditions, a new player will be selected from the Waitlist to take over their nation. The retired player can also re-enter the waitlist at this time - when things cycle back around they may get another chance. I will also accept and encourage
standing orders - if you reckon you might be busy for a bit, leave standing orders with me on what you want your nation to do. I will carry out standing orders usually for around five turns
in absentia where they exist before I consider moving in a replacement, so do give them.
While this game will not have the crazy update schedule of a SPAM game, I really do want to try and get turns out every 48-72 hours when I can. Be warned - things will at least attempt to progress quickly.
Honour: While playing the game, honour is entirely up to you. However, I must ask all players and observers to employ a sense of honour with regards to the game itself. Forum games are necessarily and by design spectator sports - they are as much fun for the watchers as the players. If you are watching (as even waitlisters are encouraged to do), do not spoil things by revealing the secrets of the private turn reports. If you are playing, please do not spoil things for yourself by reading other people's private turn reports. If you come off the waitlist and start to play, well, I can't make you forget the things you've already seen. Instead, I ask that you only read your own report until you are in a situation where you don't need to any more (i.e. you lose - or maybe even win).
If there is interest, I may set up a Discord channel for observers and waitlisters so they can commentate on what's going on in the game without spoiling anything for the players.
Please note: The initial sign-ups are over and we now have our eight nations. You may still post to join the waitlist and eventually take over a vacated nation. The IC thread can be found here.That said, if you want to play and you're happy with the madness of this game, here is the sign-up sheet. Note that the first seven players especially (7 faction start) will be curated admissions - I pick the ones I find the most interesting - since you are creating the core nations as well as your leaders. Please at least read the first page of the manual before you do this.You start with 3 points to create your leader character and the primary race that makes up your nation. By default, you are some sort of spellcaster. If you don't put any points into your race, they will essentially be the 'human default', even if they aren't actually humans. If you don't pick a starting spell school, you will begin as a theoretical mage but you will have to research a school of magic from scratch. If you don't pick a source of mana, you will need to find one somewhere in the world. Which may or may not be practical.
Leader Traits
Mundane: (+4 Points) You are a charismatic, capable warrior-ruler of your people - you just have no native or learned ability with magic whatsoever. The mage who operated the portal died during transition and now you've been left magicless to take care of your people. [You start with no magical ability or spells.]
Warrior: (-1 Points) You are a skilled commander in battle. [Your hero character starts with martial skill in command.]
Administrator: (-1 Points) You are a skilled bureaucrat and governor. [Your hero character starts with a bonus to governing provinces.]
Heir: (-1 Points) You carried your promising but inexperienced heir with you into this world, ready to take over should you meet your end. [You start with a second, level 1 Hero with a random background.]
Forgemaster: (-1 Points) You are an expert at crafting and enchanting heroic items. Such items cost half the normal gold cost and 75% of the mana and mithril cost for you to make.
Sorcerer: (Power Source, -1 Point) You are a powerful sorcerer, whose magic comes from within. Your soul produces a steady output of magic for as long as you live, sufficient to cast many spells and empower yourself. The downside is that you have no immediate way to increase your magical power. [You start with a fixed Mana supply for as long as your hero character is alive.]
High Priest: (Power Source, -2 Points) You are blessed by the gods and have carried their word into the new world. In addition to pacifying the people and placating the gods, temples focus prayer and the gods reward you with mana. [Shrines produce small amounts of mana. Additionally, you start with a deity or pantheon of choice and one free Shrine.]
Bloodlines: (Power Source, -2 Points) Your people were touched by the divine long ago and even though those heroes have faded, those you rule can empower you and your kin. Each member of your society produces a shred of mana, but taken together they can lift up truly powerful sorcerers. [Population of your primary race produces mana.]
Necromancy: (Starting Discipline, -2 Points) You have a background in the art of manipulating life and death. You start with the Animation and Corruption disciplines and the spells Zombie and Weaken.
Elementalism: (Starting Discipline, -2 Points) You have a background in channelling elemental forces. You start with the Ignition and Conjuration disciplines and the spells Flames and Acid Arrows.
Augmentation: (Starting Discipline, -2 Points) You have a background in transmuting materials and enhancing creatures. You start with the Empowerment and Hardening disciplines and the spells Bull Strength and Harden Armour.
Summoning: (Starting Discipline, -2 Points) You have a background in conjuring creatures and objects out of nothing or from afar. You start with the disciplines Echo Form and Crystal Calling and the spells Wasp Swarm and Crystal Blades.
Mentalism: (Starting Discipline, -2 Points) You have a background in affecting minds and in magical perception. You start with the disciplines Skill Focus and Mental Interference and the spells Lucky Strike and Daze.
Mysticism: (Starting Discipline, -2 Points) You have a background in divining the concealed and playing with fate. You start with the disciplines Low Divination and Karmic Balance, and the spells Prospection and Soldier's Luck.
Racial/Cultural Traits
Academies: (-1 Point) Your people came from a culture that put emphasis on stored knowledge, and you made sure to bring such knowledge with you, as well as the means to organise it. You start with the Literacy tech and a free Library in your capital.
Merchants: (-1 Point) Your people have always loved trade, and you made sure to bring the instruments of commerce with you when you passed into this world. You start with the Currency tech and a free Market in your capital.
Armourers: (-1 Point) Your people worked iron and brought those tools with them. You start with the Iron Working tech and a free Smithy in your capital.
Warriors: (-1 Point) Your people were martial and had a code of honour. You start with the Warrior Code tech and a free Barracks in your capital.
Horsemen: (-1 Point) Your people rode beasts to war and brought herds of horses with them to this world. You start with horses and the Beast Riding tech.
Sailors: (-1 Point) Your people lived by the sea and often travelled between islands, and knowledge of the necessary craft has come with you. You start with the Sailing tech and a free Harbour in your (definitely coastal) capital.
Slavers: (-1 Point) Your people believed in forcing others into labour for their benefit via cruelty and oppression. This habit, as well as slaves, have come with you into the new world. You start with the Slavery tech and embrace slavery as well.
Faithful: (-1 Point) Your people were pious and dutiful in their worship of their god or gods. They start with the Worship tech, a Shrine in your capital and your race produces slightly more worship than other races. You also bring a god into the world with you (stacks with High Priest for multiple gods).
Client Race: (-1 Point) Your people long since subjugated another race, integrating them into their society. [You start with a population of a second race. You need to buy their points separately.]
Prodigious Strength: (-2 Points) Your people possess twice the strength of other folk. They are typically far more dangerous in hand-to-hand combat than other species.
Stalkers: (-1 Point) Your people have natural camouflage or a long culture of concealment and stealth. All of your units benefit from ambush tactics.
Fleet: (-3 Points) Your people are fleet of foot, moving naturally with the speed of horses or similar beasts. All your units are fast-moving.
Fliers: (-4 Points) Your people are winged or otherwise capable of levitation. All your units are fliers.
Aquatic: (0 Points) Your people are ocean-dwellers. For you, the sea is your native terrain and land provides all the difficulties of terrestrials at sea.
Amphibian: (-2 Points) Your people are equally at ease on land and at sea and can colonise ocean provinces as well as land.
Pioneers: (-1 Point) Your people are natural explorers and settlers. It costs no gold to create migration or resettlement points.
Intellectual: (-2 Points) Your people are natural scholars and researchers. You gain 10% extra Ideas.
Brave: (-2 Points) Your people are courageous and will hold the line in battle. High morale units.
Industrious: (-2 Points) Your people are given to hard work and industry. Urban production (and hence tax) is increased.
Green Thumb: (-2 Points) Your people are naturally given to agriculture. Base agricultural production increases by 10%.
Fast Breeders: (-2 Points) Your people breed like rabbits. Birth rate is increased by 5%.
Terrain Adaptation: (-1 to -3 Points) Your people are particularly suited to a given environment. (Pick an environment from the following (plains, forest, desert, hills, mountains, sea) and spend 1-3 points to gain specific advantages reliant on that terrain. A classic example might be Elves (2 points) who gain easy movement in forests and a special woodworker's guild for extra forest production. Or Dwarves (3 points) who gain a building to negate terrible agriculture in mountains, special mines and faster movement in mountains. Advantages will be picked from your race description.)
Barbarous: (+1 Point) Your people are not given to a sedentary lifestyle. Your people suffer more unrest.
Frail: (+1 Point) Your people are weak and incapable by other races' standards. Your units fare poorly in hand-to-hand combat.
Ponderous: (+2 Points) Your people are slow and not given to riding. You cannot mobilise any sort of cavalry.
Dull: (+1 Point) Your people just don't put a lot of emphasis on learning. -10% Research production.
Cowardly: (+1 Point) Your people are weak-willed and likely to turn in battle. Low morale units.
Hungry: (+2 Points) Your people just love eating, or maybe have high metabolic requirements. Food consumption increases by 7.5%.
Cack-Handed: (+1 Point) Fine labour just isn't your people's thing. Urban production (and hence tax) is decreased.
Red Thumb: (+1 Point) Your people don't have the temperament for farming. Base Agricultural production decreases by 5%.
Short Lives: (+1 Point) Your people wear out quickly, dying at a younger age than most. Base death rate is increased by 2.5%.
Doomed: (+2 Points) Only a handful of your people escaped your doomed world. You begin with half the starting population.
Feel free to suggest other penalties or bonuses in your application and I will balance them accordingly.
Nation Name:
Starting Government Form: Autocracy / Aristocracy / Theocracy / Plutocracy / Magocracy / Kratocracy / Kleptocracy
Leader Name:
Leader Traits:
Leader Biography: (Doesn't need to be long, but a fleshed out character will help here.)
Race Name:
Racial Traits:
Race Description:
Nation Description:
Name of your capital: e.g. Boar's Peak
Name of the region surrounding your capital: e.g. Pork
If you are bringing 1 or more deities with you...
Deity Name:
Religion Name:
Deity Sphere: War / Prosperity / Order / Chaos / Knowledge / Trickery
Religion Description:
Palace £100, no upkeep. Moves the capital. -10% Unrest, -5% Autonomy Change, 5 bodyguards, 5 counterespionage points, £20/turn free wealth.
If your capital is taken, you need to build another of these to re-establish it.
Slave Plantation £20, £.5/turn. Req: Slavery. Increases Agri. Effic. by 1.5%-7.5% depending on supply. +7.5% Unrest.
Requires legalised slavery. Demands 100 slaves/turn, variable tools, mounts. Produces goods as a Farm (x5-x20 base production). Agriculture
Slave Mine £20, £0.2/turn. Req: Slavery. Only built on mineable resources. Increases ore extraction between 5x - 20x base depending on supply. +7.5% Unrest.
Requires legalised slavery. Demands 100 slaves/turn, variable tools. Produces goods as a Pit Mine. Mining
Slave Market £30, £0.5/turn. Req: Domestic Slavery. Increases urban efficiency up to 5%, goods production up to 10%. +7.5% Unrest.
Requires legalised slavery. Demands 50 slaves/turn. Commerce
Slave Pits £20, £0.2/turn. Req: Slavery. Turns 1% of rural population into slaves each turn. +5% Unrest.
Requires legalised slavery. Creates slaves. Slavery
Pit Mine £20, £0.2/turn. Req: Can only be built where there are mineable resources. Increases ore extraction by x10.
Demands tools. Produces local resource as a good. Mining
Farms £20, £.5/turn. Req: - Increases Agri. Effic. by 3.5%, farmed goods production by x10.
Demands tools, mounts. Produces local resource as a good. Agriculture
Pasture £20, £.5/turn. Req: Only on mounts, livestock, sheep. +3.5% Agri Effic, pastured goods production x10. Blocks Farms.
Demands tools. Produces local resource as a good. Agriculture
Camp £20, £.5/turn. Req: Forests only. +3.5% Agri Effic, forest goods production x10. Blocks Farms.
Demands tools. Produces local resource as a good. Agriculture
Harbour £20, £.5/turn. Req: Sailing, coasts only. +3.5% Agri Effic, fish production x10.
Demands tools, timber. Produces fish as a good. Agriculture
Sea Harbour £20, £.5/turn. Req: Underwater only. +3.5% Agri Effic, fish, pearls, sea beasts production x10.
Demands tools, timber. Produces local resource as a good. Agriculture
Market £30, £1/turn. Req: Currency. Creates sundry demands for urban pops.
Tools, Mounts, Coal: increases UE%. All others: reduces unrest. Commerce
Stonemason £30, £1/turn. Req: Masonry. +3% U.E. If fully supplied, reduces construction costs by 5% and +15% U.E.
Demands tools, stone. Architecture
Smith £30, £0.3/turn. Req: Iron Working, access to Iron/Copper. Armoury +1. +10% U.E. If fully supplied, up to +15% U.E.
Demands copper, iron. Produces tools. Ironworking
Library £30, £1/turn. Req: Literacy. +10% Idea Efficiency. +5% I.E. if fully supplied.
Demands paper. Produces books. Research
Barracks £30, £1/turn. Req: Warrior Code. Training +1. 10% Manpower bonus. -5% Unit Cost.
Military
Stables £15, £0.5-0.75/turn. Req: Access to Mounts. Produces Trained Mounts. If fully supplied; -10% unit cost.
Demands 50 mounts per turn. Military
Mint £10, £0.1/turn. Req: Currency. Directly converts gold and silver into coin for the Treasury.
Demands gold, silver. Commerce
Herbalist's Hut £20, £0.2/turn. Req: Herbalism. Demands herbs. If fully supplied, +15% Health (or -15% Disease Death Rate).
Health
Military Academy £50.0, £1.0/turn. Req: Academies. 5% decrease to Unit Cost. 5XP for each Hero in the province per turn.
Military
Shrine £30, £1/turn. Req: Worship. -20% Unrest, provides prayer.
Religion
Holdfast £25, £.5/turn. Req: - Fortification: Defender Armour x3, Defender Attack x2, Defender Morale +20%
Garrison Unit: 100 Holdfast Guards. 50 Fort Strength. Fortification
Walls £50, £1/turn. Req: Masonry, Holdfast Fortification: Defender Armour +x2, Defender Attack +x2, Defender Morale +10%
Garrison Unit: 100 Wall Archers. 75 Fort Strength. Effects stack with Holdfast. Fortification
Mana Site £30, £10/turn. Req: Local mana nexus. Increases rate of mana extraction.
NB: Mana is extracted by urban pops, not rural pops. Mana sites produce mana proportional to the size of the local town. Arcane
Racial Buildings
The following buildings need members of their race present to be built.
Gforeg Mine £20.0, £0.2/turn. Req: Ore, Gforeg Mining Techniques. Replaces Mine.
As Pit Mine, but 50% more ore production. Mining
Mountain Terrace £20.0, £.5/turn. Req: Terrace Gardens. Mountains only. Replaces Farm in Hills.
Vastly increases agricultural efficiency. Agriculture
Hill Terrace £20.0, £.5/turn. Req: Terrace Gardens. Hills only. Replaces Farm in Hills.
Greatly increases agricultural efficiency. Agriculture
Eyrie £20.0, £.5/turn. Req: Eyries. Mountains and Hills only. Replaces Farm in Mountains/Hills.
Increases agricultural efficiency in hills and mountains, also acts as a fortification (Str 25, Defender Armour x2, Damage x1.5, Morale +10%). Garrison Unit: 50 Nest Matrons. Agriculture
Hero: £50. Spawns a random Level 1 Hero. 30% chance of being a mage. No spell school training included.
Mage: £200. Spawns a Level 1 Mage Hero, 1/3 chance of being a bard, cleric or wizard. Comes with knowledge of one spell school (if you know any)
School Training: £100. For training in each additional school of magic for a mage.
Peasants (500 men) Cost: £28.55, Upkeep: £2.5/turn, Morale: 90.0%
Clubs, padded armour
Offence: Melee 100.0
Defence: Skirmish 425.0, Melee 575.0
Peltasts (500 men) Cost: £34.3, Upkeep: £3.1/turn
Javelins, wicker shields, padded armour
Offence: Skirmish 250.0, Melee 50.0
Defence: Ranged 400.0, Skirmish 450.0, Melee 625.0
Cover: Ranged 75.0, Skirmish 75.0, Melee 25.0
L. Axemen (500 men) Cost: £39.3, Upkeep: £3.95/turn
Axes, wooden shields, leather armour
Requirements: Armoury L1
Offence: Melee 300.0
Defence: Ranged 475.0, Skirmish 550.0, Melee 900.0
Cover: Ranged 75.0, Skirmish 75.0, Melee 50.0
L. Swordsmen (500 men) Cost: £42.6, Upkeep: £4.3/turn
Shortswords, lesser swordsmanship, wooden shields, leather armour
Requirements: Armoury L1, Training L1, Iron Working, Warrior Code
Offence: Melee 450.0
Defence: Ranged 475.0, Skirmish 550.0, Melee 1150.0
Cover: Ranged 75.0, Skirmish 75.0, Melee 50.0
Spearmen (500 men) Cost: £42.95, Upkeep: £4.1/turn
Spears, leather armour
Offence: Melee 225.0
Defence: Ranged 425.0, Charge 625.0, Skirmish 500.0, Melee 750.0
Cover: Charge 500
Bowmen (500 men) Cost: £35.75, Upkeep: £3.6/turn
Daggers, shortbows, leather armour
Requirements: Training L1
Offence: Ranged 125.0, Skirmish 215.0, Melee 100.0
Defence: Ranged 425.0, Skirmish 500.0, Melee 750.0
Primitive Bodyguards (10 men) Cost: £6.12, Upkeep: £0.13/turn
Axes, hide armour, bodyguards
Requirements: Warrior Code
Offence: Melee 18.0
Defence: Ranged 19.5, Skirmish 22.5, Melee 32.5, All 17.5
Bodyguards: 5.0
Engineers (500 men) Cost: £46.4, Upkeep: £4.7/turn
Daggers, toolkit, leather armour
Offence: Traps 187.5, Skirmish 50.0, Melee 100.0
Defence: Ranged 425.0, Skirmish 500.0, Melee 750.0
Siege Power: 50.0, Siege Repair: 50.0
Raider Cavalry (250 men) Cost: £25.82, Upkeep: £2.48/turn
Spears, rounceys, leather armour
Requirements: Training L1, Trained Mounts, Beast Riding
Offence: Charge 187.5, Melee 187.5
Defence: Ranged 212.5, Charge 437.5, Skirmish 250.0, Melee 375.0
Cover: Charge 250
Chariots (250 men) Cost: £27.32, Upkeep: £2.75/turn
Daggers, shortbows, chariots, leather armour
Requirements: Training L1, Trained Mounts
Offence: Ranged 62.5, Charge 187.5, Skirmish 107.5, Melee 50.0
Defence: Ranged 337.5, Charge 312.5, Skirmish 375.0, Melee 575.0
War Chariots (250 men) Cost: £38.02, Upkeep: £3.8/turn
Shortswords, shortbows, war chariots, leather armour
Requirements: Armoury L1, Training L1, Trained Mounts, Iron Working, Iron Working
Offence: Ranged 62.5, Charge 187.5, Skirmish 82.5, Melee 675.0
Defence: Ranged 462.5, Charge 437.5, Skirmish 500.0, Melee 750.0
Catapults (40 men) Cost: £58.0, Upkeep: £5.8/turn
Catapults
Requirements: Armoury L1, Training L1, Mathematics
Offence: Artillery 150.0
Defence: All 790.0
Siege Power: 40
Biremes (20 men) Cost: £34.95, Upkeep: £0.15/turn
Bireme hulls, simple ram
Requirements: Armoury L1, Training L1, Sailing
Offence: Melee 450.0
Defence: Melee 515.0, All 115.0
Cargo Capacity: 1000
Zombies (500 men) Cost: £0.0, Upkeep: £0.0/turn, Mana Cost: 10.0, Morale: 200%
Shambling corpses
Offence: Melee 200.0
Defence: Skirmish 475.0, Melee 775.0
Resistances: Poison 100%, Psychic 100%
Wasp Swarm (500 men) Cost: Battle Summon, Morale: 150.0%
Devil wasps
Offence: Skirmish 300.0, Melee 300.0
Defence: Skirmish 575.0, Melee 575.0
Resistances: Melee 25.0%
Scout: £25, £1/turn. Invisible. Intrigue skill 0. Movement Rate 3. Provides reports on territories.
Technologies
Currency: 100 ideas. Enables Market, Mint.
Mathematics: 100 ideas. Enables Catapults.
Worship: 100 ideas. Enables Shrines.
Beast Riding: 100 ideas. Enables Raider Cavalry (rounceys).
Mounted Combat: 200 ideas. Requires Beast Riding. Enables lances, horse bows.
Mount Breeding: 400 ideas. Requires Mounted Combat. Enables chargers.
Iron Working: 100 ideas. Enables Smith, Light Swordsmen*, War Chariots, early breastplates, shortswords.
Late Iron Working: 200 ideas. Requires Iron Working. Enables mail hauberks, lamellar armour, longswords, iron-rimmed shields.
Warrior Code: 100 ideas. Enables Barracks, Light Swordsmen*.
Literacy: 100 ideas. Enables Library.
Masonry: 100 ideas. Enables Walls, Stonemason.
Slavery: 100 ideas. Enables Slave Plantation, Slave Mine, Slave Pits.
Domestic Slavery: 200 ideas. Requires Slavery. Enables Slave Market, early slave conscription.
Sailing: 100 ideas. Enables Harbour, Biremes.
Herbalism: 100 ideas. Enables Herbalist's Hut.
Foundation Necromancy: 400 ideas. Allows necromancy training.
Foundation Elementalism: 400 ideas. Allows elementalism training.
Foundation Augmentation: 400 ideas. Allows augmentation training.
Foundation Summoning: 400 ideas. Allows summoning training.
Foundation Mentalism: 400 ideas. Allows mentalism training.
Foundation Mysticism: 400 ideas. Allows mysticism training.
The Nation of Generica [Autocracy] | Population: 10.9k (9644 rural, 1219 urban)
Treasury: £-1.56 |
Tax Logs | Ideas: 25.6 | Manpower: 610/1102 |
Mana: 0.0Factions: Generican Aristocrats (54),
Generican Church (54),
Generican Burghers (50),
Generican Thieves' Guild (50)Faith: 40.7% agnostic, 59.3% sixth house
[b]National Goods Stocks[/b]
mounts - Stock: 70.3 | 57.7/139.0 Exported
livestock - Stock: 0.2 | 0/3.2 Exported
wool - Stock: 10.8 | 0/15.8 Exported
coal - Stock: 0.6 | 0/5.6 Exported
timber - Stock: 0.2 | 0/8.2 Exported
copper - Stock: 5.6
tools - Stock: 0 | 0/11.9 Imported
grain - Stock: 0
stone - Stock: 0
fruits - Stock: 0
cotton - Stock: 0
dyes - Stock: 0
furs - Stock: 0
marble - Stock: 0
tea - Stock: 0
coffee - Stock: 0
spices - Stock: 0
gems - Stock: 0
gold - Stock: 0
art - Stock: 0
alcohol - Stock: 0
silver - Stock: 0
fish - Stock: 0
pearls - Stock: 0
incense - Stock: 0
jewellery - Stock: 0
clothes - Stock: 0
HeroesDaryl [Alive - L1, Upk: £2.5]: Wizard,
SorcererStaff, Silk Robes
Skill: 2, 8/8 Mana || Spells:
Garth [Alive - L1, Upk: £2.5]: Wizard,
Summoning TrainingStaff, Silk Robes
Skill: 2, 8/8 Mana || Spells: Crystal Blades [T1 D1 1.5m], Wasp Swarm (Pre-Battle) [T1 D1 4m], Wasp Swarm (Battle) [T1 D1 1m]
Marcelino [Alive - L1, Upk: £2.5]: ClericLongsword, Shield, Leather Armour
Skill: 1, 1/1 Mana || Spells:
Armies1st Generican Garrison [Garth]: [Garth*] 2000 light infantry | Upkeep: £21.6/turn | Location: 3
1st Light Infantry (L. Axemen) [500/500 light infantry, £5.4/turn], 2nd Light Infantry (L. Axemen) [500/500 light infantry, £5.4/turn], 3rd Light Infantry (L. Axemen) [500/500 light infantry, £5.4/turn], 4th Light Infantry (L. Axemen) [500/500 light infantry, £5.4/turn]
Agent ReportsCelia [3]: Counter-E: 8, 0 intrigue, Gov: Marcelino, 0 hostile agents
2 (Plains) - Villages:
2780 population (2780 rural, 0 urban) |
Economy |
Food |
SpecialGovernor: - |
Faction: Generican Aristocrats |
Autonomy: 10.7% |
Unrest: -0.4% |
Tax: £3.1No Garrison
Pasture
Equine Steppes
3 (Plains) - Market Town:
4219 population (3000 rural, 1219 urban) |
Economy |
Food |
FaithGovernor: Marcelino | Faction:
Capital |
Autonomy: 0.0% |
Unrest: -36.9% |
Tax: £27.42Garrison: 1st Generican Garrison | [Garth*] 2000 light infantry
Palace, Market, Shrine
Sheep Folds
4 (Hills) - Villages:
1112 population (1112 rural, 0 urban) |
Economy |
Food |
FaithGovernor: - |
Faction: Generican Church |
Autonomy: 0.0% |
Unrest: -23.4% |
Tax: £0.58No Garrison
Shrine
Copper Deposits
5 (Hills) - Villages:
1111 population (1111 rural, 0 urban) |
Economy |
Food |
FaithGovernor: - |
Faction: Generican Church |
Autonomy: 0.0% |
Unrest: -23.4% |
Tax: £0.49No Garrison
Shrine
Coal Seams
10 (Forest) - Villages:
1641 population (1641 rural, 0 urban) |
Economy |
Food |
SpecialGovernor: - |
Faction: Generican Aristocrats |
Autonomy: 7.9% |
Unrest: -4.7% |
Tax: £1.04No Garrison
Prime Woodlands
Roosts of Aeriala
Kingdom of Heth Garand
Autarchy of Varxsea
Empire of Fredek
Kingdom of Trelia
The Virtuous Lands
Clans of Defiance
Depths of Valdivia
Nirur Torir
Jilladilla
Dustan Hache
FakerFangirl
Talion
micelus
Roboson