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administration [2020/10/05 10:55]
kyle
administration [2021/02/18 07:58] (current)
kyle [Multiculturalism]
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 ~~NOTOC~~ ~~NOTOC~~
  
-//.//+//You want to get rich, it's easier when you don't share. You want your legend to be told forever, then sharing becomes a bit more important.//
  
-.+Having an Administration establishment is an important (and entirely optional) turning point in the development of a base, marking the transition from a simple hideout or village to being part of a larger faction with meaningful connections to the outside world.
  
 ^[[#Administration]] ^^Factionalize and connect. ^{{ra>queen-crown?24|Influence}} | ^[[#Administration]] ^^Factionalize and connect. ^{{ra>queen-crown?24|Influence}} |
-|{{fa>caret-right?24}} |[[#Bureaucracy]] |More cohesion. |{{ra>queen-crown?24|Influence}} | 
 |{{fa>caret-right?24}} |[[#Embassy]] |Talk to other leaders. |{{ra>queen-crown?24|Influence}} | |{{fa>caret-right?24}} |[[#Embassy]] |Talk to other leaders. |{{ra>queen-crown?24|Influence}} |
-|{{fa>caret-right?24}} |[[#Multiculturalism]] |Mix with other cultures. |{{ra>queen-crown?24|Influence}} |+|{{fa>caret-right?24}} |[[#Multiculturalism]] |Mix with other cultures. |{{ra>leaf?24|Vitality}} |
 |{{fa>caret-right?24}} |[[#Pact]] |Make peace accords. |{{ra>queen-crown?24|Influence}} | |{{fa>caret-right?24}} |[[#Pact]] |Make peace accords. |{{ra>queen-crown?24|Influence}} |
-|{{fa>caret-right?24}} |[[#Settlers]] |Advanced new bases. |{{ra>leaf?24|Welfare}} |+|{{fa>caret-right?24}} |[[#Settlers]] |Advanced new bases. |{{ra>diamond?24|Economy}} | 
 +|{{fa>caret-right?24}} |[[#Stakes]] |Claim territory. |{{ra>queen-crown?24|Influence}} |
 ^ ^^^^ ^ ^^^^
  
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 ^ ^^^ ^ ^^^
 ^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Heritage and Obligation:** Bases with an Administration establishment are capable of establishing confederated factions of many bases that all work together as a single political unit. Members of a given faction can travel through and make use of any base belonging to that faction freely, and if a faction loses one of their bases for whatever reason the faction is not destroyed so long as they have at least one other base remaining. \\ \\ {{fa>plus-circle?24&align=left}}**Cohesion:** Confederations have a special Cohesion score representing their loyalty and internal stability. For every point of Influence in any base with the Administration establishment, that base's confederation's Cohesion score increases by +3. This stacks with multiple confederated bases that all have an Administration. For example, a confederation of two Administration-upgraded bases which have Influence scores of 2 and 5 has a total Cohesion score of 21 (2 plus 5, all multiplied by 3). \\ \\ {{fa>minus-circle?24&align=left}}**Strife:** The total size of a confederation of bases cannot exceed its Cohesion. Confederation size is equal to the sum of the levels of all of its constituent bases. Note that bases without an Administration of their own still contribute to the overall size of their confederation without actually contributing anything to its Cohesion. If size exceeds Cohesion, bases start to secede and create their own factions until the confederation is small enough to be cohesive again. | ^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Heritage and Obligation:** Bases with an Administration establishment are capable of establishing confederated factions of many bases that all work together as a single political unit. Members of a given faction can travel through and make use of any base belonging to that faction freely, and if a faction loses one of their bases for whatever reason the faction is not destroyed so long as they have at least one other base remaining. \\ \\ {{fa>plus-circle?24&align=left}}**Cohesion:** Confederations have a special Cohesion score representing their loyalty and internal stability. For every point of Influence in any base with the Administration establishment, that base's confederation's Cohesion score increases by +3. This stacks with multiple confederated bases that all have an Administration. For example, a confederation of two Administration-upgraded bases which have Influence scores of 2 and 5 has a total Cohesion score of 21 (2 plus 5, all multiplied by 3). \\ \\ {{fa>minus-circle?24&align=left}}**Strife:** The total size of a confederation of bases cannot exceed its Cohesion. Confederation size is equal to the sum of the levels of all of its constituent bases. Note that bases without an Administration of their own still contribute to the overall size of their confederation without actually contributing anything to its Cohesion. If size exceeds Cohesion, bases start to secede and create their own factions until the confederation is small enough to be cohesive again. |
-^ ^^^ 
- 
-====== Bureaucracy ====== 
- 
-^ ^^^ 
-^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Sausage-Making:** The base produces a total of +5 Cohesion per point of Influence for its parent confederated faction instead of the normal +3. | 
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Y'all Play Nice, Now:** Many different peoples are capable of mixing here in relative harmony, and the base is capable of assimilating a population of any new cultures it encounters. Whenever adventurers manage to encounter and befriend a significant faction belonging to another culture (such as Russians, swampbillies, gillmen, machine elves, or space apes), it gets added to the base'assimilated cultures list. \\ \\ {{fa>plus-circle?24&align=left}}**Benefits:** All adventurers that live in the base automatically learn the language of any assimilated cultures (at least on a basic conversational level), and new adventurers belonging to an assimilated culture can freely be created. \\ \\ {{fa>minus-circle?24&align=left}}**Assimilation Limit:** A base can only assimilate a number of other cultures equal to its Influence rating. |+^{{ra>leaf?48|Vitality}} ||{{fa>plus-circle?24&align=left}}**Y'all Play Nice, Now:** Many different peoples are capable of mixing here in relative harmony, and the base is capable of integrating a population of any new cultures it encounters. Whenever adventurers manage to encounter and befriend a significant faction belonging to another culture (such as Russians, swampbillies, gillmen, machine elves, space apes, or whatever else), it gets added to the base'integrated cultures list. \\ \\ {{fa>plus-circle?24&align=left}}**Benefits:** All adventurers that live in the base automatically learn the language of any integrated cultures (at least on a basic conversational level), and new adventurers belonging to an integrated culture can freely be created. \\ \\ {{fa>minus-circle?24&align=left}}**Integration Limit:** A base can only integrate a number of other cultures equal to its Vitality rating. |
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>leaf?48|Welfare}} ||{{fa>plus-circle?24&align=left}}**New Base:** The base is capable of outfitting bands of workers, pioneers, and excitement-seekers to go out and create a new base in a location elsewhere of your choice. When these settlers create a new base/community, it is automatically considered a confederated faction with its parent base. \\ \\ {{fa>plus-circle?24&align=left}}**Head Start:** New bases established by settlers carry with them something of the advances enjoyed by their parent base. At the moment of establishment, a new base gains construction progress on new establishments equal to triple the home base'Welfare rating. \\ \\ {{fa>minus-circle?24&align=left}}**Limitations:** The new base's establishment construction made as a result of this facility must be made only on establishments that already exist in their parent base. For example, if the parent base doesn't have an Amuseum then the new child base cannot use its free startup construction progress to make one (although it can absolutely make one the normal way later). \\ \\ {{fa>minus-circle?24&align=left}}**Once Only:** If the parent base later increases its Welfare rating, its previously-created child bases do not gain any special bonus. The bonus from the Settlers establishment only applies the moment a new base is founded. |+^{{ra>diamond?48|Economy}} ||{{fa>plus-circle?24&align=left}}**New Base:** The base is capable of outfitting bands of workers, pioneers, and excitement-seekers to go out and create a new base in a location elsewhere of your choice. When these settlers create a new base/community, it is automatically considered a confederated faction with its parent base. \\ \\ {{fa>plus-circle?24&align=left}}**Head Start:** New bases established by settlers carry with them something of the advances enjoyed by their parent base. At the moment of establishment, a new base gains construction progress on new establishments equal to triple the home base'Economy rating. \\ \\ {{fa>minus-circle?24&align=left}}**Limitations:** The new base's establishment construction made as a result of this facility must be made only on establishments that already exist in their parent base. For example, if the parent base doesn't have an Amuseum then the new child base cannot use its free startup construction progress to make one (although it can absolutely make one the normal way later). \\ \\ {{fa>minus-circle?24&align=left}}**Once Only:** If the parent base later increases its Economy rating, its previously-created child bases do not gain any special bonus. The bonus from the Settlers establishment only applies the moment a new base is founded. |
 ^ ^^^ ^ ^^^
  
 +====== Stakes ======
 +
 +^ ^^^
 +^{{ra>queen-crown?48|Influence}} ||{{fa>plus-circle?24&align=left}}**Plant the Flag:** The faction represented by the base is capable of claiming and defending territory. Any region within a distance of the base equal to its Influence rating can be claimed by spending 1 Dosh. \\ \\ {{fa>plus-circle?24&align=left}}**Watch the Borders:** If a significant problem (the kind that powerful adventurers could solve) emerges in any of your claimed regions, roll a trigger die: if the result is 1-6 you learn about it immediately, and if the result is 7+ you learn about it and its actual effects are delayed until the beginning of the next session. This potentially gives you the ability to prevent catastrophes before they happen in your territory simply by having eyes looking out for them. \\ \\ {{fa>minus-circle?24&align=left}}**Contested:** You cannot use this establishment to claim any region that's already been claimed by another faction, or any unclaimed region that's full of dangerous bullshit. Adventurers can clear a region in order to be able to claim it. If a region's claim is lost for whatever reason, it can be re-established in the future by making the region eligible for a claim again and re-spending the 1 Dosh claim fee. |
 +^ ^^^
  
administration.1601916945.txt.gz · Last modified: 2020/10/05 10:55 by kyle