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| - | ====== Communities ====== | ||
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| - | Communities are groups of many people living together as a common political unit. The smaller ones are villages or towns. The bigger ones are cities and metropoles. They' | ||
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| - | ===== Factions ===== | ||
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| - | Factions are collectives of one or more communities that all operate as a single unit. By default, every community is a city-state with allegiance to only itself, but sometimes multiple communities can band together and have the same Faction. If communities are towns, then factions are states, nations and countries. | ||
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| - | Factions aren't really super important right now- gameplay is focused on the individual community level, leaving faction-level play with an intentionally simplistic approach. The primary advantage of factions is that communities in the same faction can elect to take damage in place of each other, allowing them to carry individual constituent communities through hard times that would destroy them if they stood alone. Certain assets also allow for further cross-faction benefits, particularly those in the Governance policy. | ||
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| - | Factions have a Clout score which determines rough levels of power- mostly useful to see at a glance how factions view each other in terms of potential threats or useful allies, but also relevant for various projects that affect diplomacy between factions. To find a faction' | ||
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| - | ^Total Levels ^Clout | | ||
| - | |1 |1 | | ||
| - | |2 |2 | | ||
| - | |5 |3 | | ||
| - | |10 |4 | | ||
| - | |20 |5 | | ||
| - | |50 |6 | | ||
| - | |100 |7 | | ||
| - | |200 |8 | | ||
| - | |500 |9 | | ||
| - | |1000 |10 | | ||
| - | |etc |etc | | ||
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| - | ====== Policies ====== | ||
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| - | ===== Welfare ===== | ||
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| - | ==== Ecology ==== | ||
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| - | Grow in harmony with the environment and leverage it to the fullest. | ||
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| - | * **Granaries.** Store Welfare capital for later. | ||
| - | * **Reclamation.** Exploit unusable regions. | ||
| - | * **Relief Agency.** Quickly deal with Disaster problems. | ||
| - | * **Forecasting.** Reduce Disaster pressure. | ||
| - | * **Sanitation.** Produce more Welfare capital. | ||
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| - | ++++ Details | | ||
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| - | ^Granaries |||**Seed Storage:** The community has facilities to preserve large amounts of food nearly indefinitely. The community can store an amount of Welfare capital equal to its level for later use. | | ||
| - | ^Relief Agency |||**Disaster Relief:** Emergency stores of food and medicines as well as temporary housing and other contingencies put in place by the community means that its citizens are well-prepared to weather any disaster. The Solve Disaster (Economy) project has a cost of 2 capital instead of the normal 5. | | ||
| - | |-> ^Forecasting ||**Know It's Coming:** Even better than being able to deal with a disaster is knowing they' | ||
| - | ^Reclamation |||**Make Fertile:** Through the use of irrigation, crop rotation, or innovative new industrial processes a single formerly unusable region becomes exploitable. This requires a Reclaim Land (Welfare) project with a cost of 10 that imposes 1 Welfare upkeep. Reclaimed useless regions can support the community' | ||
| - | ^Sanitation |||**Hygienic Living:** Properly planning for amenities such as sewer systems and aqueducts promotes healthy living for the community' | ||
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| - | ++++ | ||
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| - | ==== Expansion ==== | ||
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| - | Grow and spread ever outwards, and fulfill manifest destiny! | ||
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| - | * **Colonization.** Create faster settlers in half the time. | ||
| - | * **Frontiersfolk.** Settlers are tougher and self-reliant. | ||
| - | * **Sprawl.** Claim more territory. | ||
| - | * **Outposts.** Claim far-away territory. | ||
| - | * **QOL Subsidies.** Efficiently bolster Welfare with Economy. | ||
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| - | ++++ Details | | ||
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| - | ^Colonization |||**Pump Out Settlers:** An adventurous spirit, the lure of fresh opportunities or straight-up propaganda excite the community about the potential of striking out and starting fresh elsewhere. Settlers created by the community have a cost of 5 Welfare instead of the normal 10 and have an overland travel speed of 10 regions instead of the normal 5. Settlers can also act as a Welfare caravan, capable of adding +5 Welfare capital to any community that they enter the center of. This disbands the settlers in the same way as creating a new settlement would. | | ||
| - | |-> ^Frontiersfolk ||**Trouble-Hardened: | ||
| - | ^Sprawl |||**Expanded Territory: | ||
| - | |-> ^Outposts ||**Distant Holdings:** Additional regions claimed through Sprawl no longer need to be contiguous with the rest of the community' | ||
| - | ^QOL Subsidies |||**Abundance Creation:** The community has several incentives that encourage procreation and growth that are backed with judicious governmental spending. When Economy is used to bolster Welfare, it grants +2 capital per completed project instead of the normal +1. \\ \\ **Abundance Mentality: | ||
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| - | ++++ | ||
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| - | ==== Healthcare ==== | ||
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| - | See to the people' | ||
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| - | * **Corner Clinics.** Recover from injury quickly. | ||
| - | * **EMS.** Sometimes rescue citizens from death. | ||
| - | * **Medicines.** Quickly deal with Sickness problems. | ||
| - | * **Vaccination.** Reduce Sickness pressure. | ||
| - | * **Surgeons.** Creatures can pay to remove injuries. | ||
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| - | ++++ Details | | ||
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| - | ^Corner Clinics |||**Recuperate Faster:** Injured creatures in the community have ready access to medical treatment, speeding recovery from wounds. Every day spent within the community' | ||
| - | ^EMS |||**Ambulances: | ||
| - | ^Medicines |||**For What Ails You:** Local apothecaries, | ||
| - | |-> ^Vaccination ||**Ounce of Prevention: | ||
| - | ^Surgeons |||**To Fix What's Broken:** Highly trained medical professionals with intimate knowledge of anatomy and a variety of advanced techniques make the community their home. Any creature with an injury can simply pay to have it removed with a minimum of fuss: minor injuries cost 2 Supply, major injuries cost 5, and even permanent injuries can be " | ||
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| - | ++++ | ||
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| - | ==== Justice ==== | ||
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| - | Keep people safe and operations structured. | ||
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| - | * **Deputized.** Adventurers have police powers. | ||
| - | * **Magistrate.** Quickly deal with Corruption problems. | ||
| - | * **Oversight.** Reduce Corruption pressure. | ||
| - | * **Town Watch.** Quickly deal with Crime problems. | ||
| - | * **Constabulary.** Reduce Crime pressure. | ||
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| - | ++++ Details | | ||
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| - | ^Deputized |||**I am the Law:** Adventurers allied with the community are considered to be officially part of its justice system and are recognized as such by all of its residents. Deputized adventurers are fully authorized to make searches, arrest suspects, and any other powers afforded to police in the community. Adventurers that abuse this power can have it revoked at the community' | ||
| - | ^Magistrate |||**Justice For All:** The existence of a well-respected system of justice allows for the rooting out and fair punishment of those who pervert society' | ||
| - | |-> ^Oversight ||**Inquisitors: | ||
| - | ^Town Watch |||**Take a Bite Outta Crime:** A semi-professional watch organization carries out regular patrols of the community, making it more difficult to perform illegal activities and easier to clamp down on them when they do show up. The Solve Crime (Welfare) project has a cost of 2 capital instead of the normal 5. | | ||
| - | |-> ^Constabulary ||**Crime Hunters:** A well-trained professional cadre of police work proactively to keep the community safe. For every 5 levels the community has, it gains 1 point of suppression on the Crime problem (lowering its effective pressure). | | ||
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| - | ++++ | ||
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| - | ===== Influence ===== | ||
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| - | ==== Distraction ==== | ||
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| - | Appease the people to keep them happy and docile. | ||
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| - | * **Festivals.** Quickly deal with Despair problems. | ||
| - | * **Soma.** Reduce Despair pressure. | ||
| - | * **Harmony.** Restore Loyalty more cheaply. | ||
| - | * **Propaganda.** Efficiently bolster Influence with Economy. | ||
| - | * **Social Capital.** Store Influence capital for later. | ||
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| - | ++++ Details | | ||
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| - | ^Festivals |||**Bread and Circuses:** Regular celebrations and cultural events give the people of the community something to look forward to and breaks up the unbearable tedium of their daily lives. The Solve Despair (Influence) project has a cost of 2 capital instead of the normal 5. | | ||
| - | |-> ^Soma ||**Opiate of the Masses:** The citizens of the community have regular, unrestricted access to entertainment of some sort. For every 5 levels the community has, it gains 1 point of suppression on the Despair problem (lowering its effective pressure). | | ||
| - | ^Harmony |||**Life Goes On:** The people of the community are easily placated. The cost of the Restore Loyalty (Influence) project is reduced to 1 per two community levels instead of being equal to the community level as normal. | | ||
| - | ^Propaganda |||**Fake News:** The community' | ||
| - | ^Social Capital |||**All Hail the Overlord:** The community' | ||
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| - | ++++ | ||
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| - | ==== Education ==== | ||
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| - | Knowledge is power, for both the citizens and the government. | ||
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| - | * **Institutions.** The community produces more Influence capital. | ||
| - | * **Public Schools.** Solving Ignorance problems is easier. | ||
| - | * **University.** Automatically suppress Ignorance problems. | ||
| - | * **Technical Academy.** Adventurers get a discount on ability costs. | ||
| - | * **Synergized Policy.** Completed policies grant a bonus. | ||
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| - | ++++ Details | | ||
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| - | ^Institutions |||**Acculturation: | ||
| - | ^Public Schools |||**Deal With Ignorance: | ||
| - | |-> ^University ||**Expunge Ignorance: | ||
| - | ^Technical Academy |||**Hand-On Learning:** The community hosts an institution of practical, applied learning with instructors covering a wide variety of skills. Adventurers that are friendly to the community pay a discount of -1 Supply when learning new abilities within the community' | ||
| - | ^Synergized Policy |||**Completion Bonus:** A thorough understanding and documentation of a community' | ||
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| - | ++++ | ||
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| - | ==== Multiculturalism ==== | ||
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| - | Diversity is strength. | ||
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| - | * **Integration.** The community comprises multiple cultures. | ||
| - | * **Creole.** The community is multilingual. | ||
| - | * **Goodwill.** The owning faction gets diplomacy benefits. | ||
| - | * **Shared Purpose.** Solving Hatred problems is easier. | ||
| - | * **Meeting Centers.** Automatically suppress Hatred problems. | ||
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| - | ++++ Details | | ||
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| - | ^Integration |||**Ethnic Enclaves:** The community contains a substantial minority population of one or more cultures that are different from the majority. The community can support and integrate a minority culture by completing an Integrate Minority (Influence) project with a cost of 10 that imposes an upkeep penalty of 1 to Influence. Every minority culture integrated in this way requires their own project. The community may freely switch to the cultural policy of any integrated minority culture just like it was their own cultural policy. If the integrated culture' | ||
| - | |-> ^Creole ||**Multilingualism: | ||
| - | |-> ^Goodwill ||**Improved Relations: | ||
| - | ^Shared Purpose |||**Deal With Hatred:** The community' | ||
| - | |-> ^Meeting Centers ||**Expunge Hatred:** By arranging community-building events and shared spaces where citizens from all backgrounds can mingle, a community can actively decrease or eliminate the possibility of ethnic tensions. For every 5 levels the community has, it gains 1 point of suppression on the Hatred problem (lowering its effective pressure). | | ||
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| - | ++++ | ||
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| - | ==== Statecraft ==== | ||
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| - | Big government has some advantages. | ||
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| - | * **Embassies.** Improve relations with other factions. | ||
| - | * **Treaties.** Make beneficial agreements with other factions. | ||
| - | * **Official Standards.** Caravans are more effective. | ||
| - | * **Social Contract.** Reduce damage from crowding. | ||
| - | * **State House.** Reduce damage from expansion. | ||
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| - | ++++ Details | | ||
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| - | ^Embassies |||**Official Contact:** The community houses diplomats in either an official or unofficial capacity from all other factions that their faction has had any amount of non-violent contact with. By buttering up these diplomats and making a show of pleasantries, | ||
| - | |-> ^Treaties ||**Official Negotiators: | ||
| - | ^Official Standards |||**Singular Currencies: | ||
| - | ^Social Contract |||**Reduce Crowding Damage:** The community has a large amount of legislation specifically geared towards easing the societal pressure of population growth in close quarters. For every five levels the community has, Crowding damage dealt each turn is reduced by 1 point. This can reduce Crowding damage to 0 but not below 0. \\ \\ **Cooperative Future:** The community can reduce Crowding damage by an additional 1 point by completing a Reduce Crowding (Influence) project with a cost of 20 that imposes 2 Influence upkeep. | | ||
| - | ^State House |||**Reduce Expansion Damage:** The community has a professional class of bureaucrats and officials that handle the many demands imposed by being part of a larger faction. For every five levels the community has, Expansion damage dealt each turn is reduced by 1 point. This can reduce Expansion damage to 0 but not below 0. \\ \\ **Brilliant Management: | ||
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| - | ++++ | ||
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| - | ===== Strength ===== | ||
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| - | ==== Militias ==== | ||
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| - | Empower the people to defend themselves. | ||
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| - | * **Conscription.** Store Strength capital for later. | ||
| - | * **Minutemen.** Solving Marauders problems is easier. | ||
| - | * **Long Patrol.** Automatically suppress Marauders problems. | ||
| - | * **Warrior Culture.** Mobs raised by the community are stronger. | ||
| - | * **Homeland Defense.** Mobs automatically raise themselves when there' | ||
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| - | ++++ Details | | ||
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| - | ^Conscription |||**Universal Training:** A system of universal training of all the citizens of the community in the basics of weapon use is combined with the understanding that these skills might be called upon at any time. The community can store an amount of Strength capital equal to its level for later use. | | ||
| - | ^Minutemen |||**Deal With Marauders: | ||
| - | |-> ^Long Patrol ||**Expunge Marauders: | ||
| - | ^Warrior Culture |||**Better Mobs:** Just about everybody in the community has a basic level of martial competence. Temporary squads created through the Raise Mob (Strength) project are level 5 instead of level 3 rabble, and the community leader can specify their loadout. All mob squads raised in this way have the same loadout and have the same limitations as normal mobs (cannot leave the community' | ||
| - | |-> ^Homeland Defense ||**Guerrilla Volunteers: | ||
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| - | ++++ | ||
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| - | ==== Soldiers ==== | ||
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| - | Train, outfit and command armies. | ||
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| - | * **Troops.** The community has squads of soldiers. | ||
| - | * **Alternate Training.** Squads can be one of two types. | ||
| - | * **Officers.** Squads have specialized leaders. | ||
| - | * **Veterancy.** Squads can level up. | ||
| - | * **Proving Grounds.** Train squads without risking them. | ||
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| - | ++++ Details | | ||
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| - | ^Troops |||**Our Finest Warriors:** The community retains one squad (10 soldiers) per two community levels that fight in its interests. For instance, a level 6 community has command of three squads, or 30 soldiers. All soldiers are level 5 and have identical loadouts and statistics. The leader of the community can customize the soldiers it retains, with GM approval. \\ \\ **Replacing the Fallen:** When a soldier squad gets wiped out, the community can replace it by completing a Replace Soldiers (Strength) project with a cost of 10. Multiple dead squads require multiple Replace Soldiers projects to bring them all back. \\ \\ **Mourning: | ||
| - | | -> ^Alternate Training ||**Two Paths:** The community has a second soldier type, represented by a second loadout type with the same customization options and limitations as the first. When the community creates a new squad (either automatically from leveling up or when replacing a fallen one) they can choose to create a squad of soldiers of either type available to them. For example, a community might have one loadout/ | ||
| - | | -> ^Officers ||**Squad Leaders:** The community has a small group of specially-trained soldiers to serve as combat leaders for the rest. A community has as many officers as it has squads. All officers are level 5 and share a common loadout which is different from the normal soldiers' | ||
| - | | -> ^Veterancy ||**Formalized Learning:** The community makes a point of promoting and rewarding soldiers based on experience and skill rather than social status. When a squad survives a combat against one or more other squads, all members of that squad go up one level. If some squads level up immediately and others (who missed the battle for whatever reason) level up later, the later squads gain the same new ability, combat scores, and other level-dependent bonuses as the squads who went before them in order to keep their statistics as similar as possible. If a squad gets destroyed, then the new squad created to replace it is level 5 no matter how high-level the fallen squad was. \\ \\ **Level Limits:** Squads can level up a maximum number of times equal to 1 per 3 levels of the controlling community. For example, a level 6 community allows for squads that can level up a maximum of twice (6/3=2) and thus reach level 7 (5+2=7). Once a squad hits their level cap, they cannot level up any more until their controlling community itself levels up enough to allow them to do so. | | ||
| - | |::: | -> ^Proving Grounds |**Military Training:** The community has a formalized system of drilling, training and ongoing education to keep its soldiers in top shape. The community can increase the level of any of its active squads by completing a Train Squad (Strength) project with a cost of 5, without that squad ever having to have actually been in combat. \\ \\ **Legacy:** If a higher-level squad is wiped out in combat, the new squad created to replace it will have the same level as its predecessor. | | ||
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| - | ++++ | ||
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| - | ===== Economy ===== | ||
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| - | ==== Maritime ==== | ||
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| - | Control the waters. | ||
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| - | * **Sailors.** The community has a fleet of boats. | ||
| - | * **Shipyard.** The community has better ship-building techniques. | ||
| - | * **Harbor.** Exploit water regions. | ||
| - | * **Territorial Waters.** Claim more water regions for free. | ||
| - | * **Navigability.** Free-moving boat traffic. | ||
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| - | ++++ Details | | ||
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| - | ^Sailors |||**Ship Crews:** The community has one or more ships (as the Boat ability, but owned by the community and not by a single creature) for official purposes such as transport or defense. The exact number and size of ships is limited by the total number of skilled sailors available, since every boat must have a minimum crew. The community has 5 skilled sailors available per level. For example, a level 10 community (50 sailors) could support a single size 10 ship (crew size 50), five size 8 ships (crew size 10 each), 50 size 5 ships (crew size 1 each), or whatever other combination seems good to them at the time. As the community levels up, it can apportion its skilled sailors in whatever fashion it desires to add new boats to its fleet. \\ \\ **Restructuring: | ||
| - | |-> ^Shipyard ||**Improved Boats:** The community has the facilities and expertise necessary to produce higher-quality boats than normal. For every five levels of the community, all of its boats are upgraded with one ability from the Boat or Mechanic trees of the community' | ||
| - | ^Harbor |||**Exploit The Seas:** The community' | ||
| - | |-> ^Territorial Waters ||**No Swimming Here, See:** The community can claim one water region for free for every level it has. Only water regions can be claimed in this way. All claimed regions must be contiguous with previously-claimed regions. \\ \\ **Even More:** The community can claim two additional water regions beyond its normal level-based limit by completing an Extend Waters (Influence) project with a cost of 10 that imposes 1 Influence upkeep. | | ||
| - | ^Navigability |||**Safe Channels:** The community constructs channels, canals, lighthouses and other features to aid boat traffic. All bodies of water in regions claimed by the community (whether entire water regions, swamps, coral reefs or sufficiently large rivers) become navigable and safe for watercraft to travel through at their full travel speed. | | ||
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| - | ++++ | ||
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| - | ==== Stockpiling ==== | ||
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| - | Always have enough supplies on hand. | ||
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| - | * **Stipends.** Reward adventurers with extra Supply. | ||
| - | * **Supplier.** Feed allies in claimed territory. | ||
| - | * **Supply Line.** Feed allies at a distance. | ||
| - | * **Warehousing.** Solving Shortages problems is easier. | ||
| - | * **Distribution Network.** Automatically suppress Shortages problems. | ||
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| - | ++++ Details | | ||
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| - | ^Stipends |||**Discretionary Fund:** The community has a special fund of liquid assets it keeps on hand to reward those that act in its interests (most of the time, this means allied adventurers). The community has a total amount of Supply equal to its level that can be withdrawn by any creature it permits to do so. This Supply is replenished every time the community takes an new turn. \\ \\ **Slush Fund:** The community can increase its stipend budget by 2 Supply per session by completing an Increase Stipends (Economy) project with a cost of 10 that imposes 1 Economy upkeep. | | ||
| - | ^Supplier |||**Open Larders:** The community keeps open distribution channels throughout its territory. Any creature allied with the community (such as adventurers or soldiers belonging to the community' | ||
| - | | -> ^Supply Line ||**Longer Provision: | ||
| - | ^Warehousing |||**Deal With Shortages: | ||
| - | |-> ^Distribution Network ||**Expunge Shortages: | ||
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| - | ++++ | ||
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| - | ===== future? ===== | ||
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| - | ==== S: | ||
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| - | * mercenaries (hire squads with economy) up to 3 different loadouts | ||
| - | * better mercs, level scales with community+more loadouts | ||
| - | * bounty board (deal with predation) | ||
| - | * reduce predation pressure | ||
| - | * efficiently turn economy into strength | ||
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| - | ==== E:(Roads) ==== | ||
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| - | * roads in claimed territory | ||
| - | * rapid transport (railroads, coach relay, whatevs) | ||
| - | * roads out of claimed territory | ||
| - | * wheeled vehicle fleet | ||
| - | * shipyard equivalent, garage? | ||
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| - | ==== E:(Finance) ==== | ||
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| - | * financial, store economy | ||
| - | * double econ on 11+ | ||
| - | * deal with poverty | ||
| - | * reduce poverty pressure | ||
| - | * open market, can buy any keystone here for 3 supply. merchants with the Shop Around ability buy them for 1 Supply instead of 2. | ||
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| - | ==== I: | ||
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| - | * deal with ignorance | ||
| - | * reduce ignorance pressure | ||
| - | * cheaper ability learning (academy for adventurers) | ||
| - | * military breakthrough (double str on 11+) | ||
| - | * reduce upkeep on policy unlocks | ||
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| - | ==== S: | ||
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| - | * espionage, learn details of rival community | ||
| - | * sabotage rival community | ||
| - | * deal with rebellion | ||
| - | * reduce rebellion pressure | ||
| - | * secrets, double str on 11+ | ||
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| - | ==== E: | ||
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| - | * brutality, can gain capital instantly in exchange for longer-term penalties | ||
| - | * penalties wear off sooner | ||
| - | * plunder, defeating enemy squads/ | ||
| - | * slavery? | ||
| - | * sacrifice the weak, faster growth at a cost | ||