I agreed with andrea on this.
Edit same day at 10:31 AMfirst if it me or other person I do has say must post the rolls when they do it.
So far able gain do rolls
How are all applied for each turn
1. applied ep to traits
2. Do dice rolls
3. pop and unit gain
Difficult check (DC)-this where real problems is since keep so secret from us.
Species-Colonization DC.From previous posts - Colonization min 10 for attempted it
- +2 for each failed attempted
- for each bonus pop it is +1+pop units
My suggest fill gaps in unknownResearch DCFrom previous posts-no idea how figure out this
My suggest fill gaps in unknown-5*(times tier level)+10
Scouting DCFrom previous posts-unknown
From previous posts-Same as colonization minimum
Religious UnitsFrom previous posts-seem you have to have enties to gain units for this.
My suggest fill gaps in unknownBuilding things DCFrom previous posts - do not know
My suggest fill gaps in unknown - 10 + cur pop???
EntityGaining following DCFrom previous posts-No idea how that figure out
My suggest fill gaps in unknown-Rolls + pop
Teach new traits to raceFrom previous posts-treat as research for species
My suggest fill gaps in unknownBuilding thingsFrom previous posts-treat as building for species though
My suggest fill gaps in unknown-Roll determine stuff that race is doing see if right units list to entity
And for bonus EP or influnce points thinking do via those that have minimum page in writing.
Evolution Point (EPs)
How get them?
Ep is generated for each species by adding together the total Population and the total number of units for all spheres of influence, then dividing by five(Equation is Ep = All units/5). Though good or enternaining role-playing can gave some more ep base GM feels it is worth. More EP can be earned by attempting actions in various spheres.
Pasted from <http://www.bay12games.com/forum/index.php?topic=26164.0>
How do use them?
You invest them into traits.
Traits have tiers with them which mean can make 10 levels before going to next one.
Tiers that are higher then level 1 require in double points in lower related tier. So invest in 3 points in level 3 tier which mean you need 6 points in level 2 and also need 12 points in level tiers that are related.
Sphere
Trait divide up in sphere to what help with species in related to Sphere. There is 3 core sphere for every species which are following:
-Population
-Martial(Military)
-Religious
Other spheres can be created like Economic, Psychic, Diplomatic, Academic or Magical. Trait higher level does not need trait in same sphere for it foundation.
Types of Traits
Sphere made up of 8 types traits which are Action, Reaction, Power, Armour, Perception, Stealth, Range, and Generation.
Action
Action traits are used to accomplish tasks and overcome resistance from the environment or other species.
Example traits might be following:
- Pioneering (Population) - with the intended tasks of settling a new region,
- Swordfighting (Military) - conquering one's opponents
- Proselytism (Religious) - converting individuals to a new faith.
Reaction
Reaction traits are used to resist imposed changes or challenges from the environment or other species.
Example traits might be following:
- Hut Building (Population) - with the intended tasks of surviving storms
- Shieldfighting (Military) - defending against attack
- Dogma (Religious),, resisting conversion to a new faith.
Power
Power traits increase the force behind actions based on Action traits. It requires a successful Offensive trait roll to succeed at an action, but the Power traits behind it define how well it succeeds.
Example traits might be following:
- Leadership (Population),
- Swordsmithy (Military)
- Zealotry (Religious).
Armour
Armour traits are used to reduce the effect of imposed changes or challenges. If a Reaction roll is failed, enough Armour trait may reduce or negate the damage done.
Example traits might be following:
- Granaries (Population)
- Armouring (Military)
- Conviction (Religious).
Perception
Perception traits are used to resist rolls based on Stealth traits. On a successful roll, spotted lone scouts or spies are neutralised instantly and larger forces attempting to evade detection can be engaged. They are additionally used by scouts to notice useful or dangerous features of a hex relating to their sphere of influence.
Stealth
Stealth traits are used to scout dangerous hexes unseen, infiltrate another species' hexes and potentially engage in sabotage, espionage or theft. Either lone scouts/spies can attempt to stealth or whole units. Lone scouts and spies will be neutralised instantly if discovered, whilst units may attempt to fight their way out of the situation and continue with fresh stealth rolls.
Range
Range traits increase the number of actions a unit can take per turn above the base 2 points for all units. Moving one hex counts as an action, as does anything that would require a roll.
For example of folowing:
- military unit can travel one hex from its home hex (1 action) and attack the settlement there (2nd action) for free,
- but with 10pts in Logistics (+2 actions) it can attack a settlement three hexes away (three move, one fight), attack the first settlement (1 move, 1 fight) and then one in a hex next to it (1 move, 1 fight) or scout 4 hexes away (4 move).
-
Generation
Generation traits increase the number of sphere units a hex generates. With the exception of the Population sphere (which increases the rate of Pop growth), each point of Population in a hex can support a number of sphere units equal to the number of points in Generation traits divided by 5 (rounded down).
Example is of following:
- A hex with Pop 6 and 6pts in Recruitment (Military) can support up to 6 Military units, but with 10pts in Recruitment this number increases to 12.
-With another 5pts in a T2 skill, Conscription, the number increases to 18.
-Where unit counts have been reduced (e.g. through war) they are replenished at a rate equal to the hex population per turn. So where the hex of Pop 6 can support 18 military units, if there is a war and unit count is knocked down to 10, next turn the hex will have 16 military units and the turn after it will max out again at 18 (unless the population of the hex has risen).
Tell me what if correction made, or if missing something that is not known.
Obviously in realm of unknown we need figure how to figure it out so who gm can do it(even if not me).So only way to solves the unknown is to discuss how should be done.
If yous decided me gm then if chaoticag want he can be co-gm since I want just do numbers for game primarly not that if he does not want to be co-gm then I still write the fluff.