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. | Influence | |
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caret-right | Embassy | Talk to other leaders. | Influence |
caret-right | Multiculturalism | Mix with other cultures. | Vitality |
caret-right | Pact | Make peace accords. | Influence |
caret-right | Settlers | Advanced new bases. | Economy |
caret-right | Stakes | Claim territory. | Influence |
Influence | plus-circleHeritage 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. plus-circleCohesion: 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). minus-circleStrife: 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. |
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Influence | plus-circleDiplomatic Privilege: Adventurers are granted some form of mark or signifier making them into official representatives of the burgeoning political unit that their base has become. This grants adventurers the ability to conduct diplomacy on their base's behalf and get an audience with the leaders of other factions simply by asking for one. minus-circlePolitical Minnows: Adventurers can only get an audience with the leadership of another base if that base's Influence rating is equal to or lower than the Influence rating of their own base. |
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Vitality | plus-circleY'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's integrated cultures list. plus-circleBenefits: 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. minus-circleIntegration Limit: A base can only integrate a number of other cultures equal to its Vitality rating. |
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Influence | plus-circleAccords: The base is capable of negotiating and entering into formalized agreements with other factions. In order to establish an agreement, the other faction must be willing and a cost in Dosh must be paid (for administrative fees, diplomatic gifts, well-placed bribes, and similar statecraft expenses). Simply convincing another faction to be willing to create a pact with your own can be the basis for one or many adventures in and of itself, and can be accomplished peacefully/diplomatically or through conquest and force. Forms of Pact available are: - Non-Aggression: The two factions agree not to attack or interfere with one another for the time being. If one faction wishes to end this pact, they must inform the other at least one session in advance. Costs 2 Dosh, or 5 if the other faction does not also have a Pact establishment. - Alliance: The two factions consider each other friends (at least for now) and have agreed to assist each other to the best of their ability in times of need (disaster, invasion, etc). An Alliance can be either canceled or turned into a Non-Aggression pact instead by giving 1 session's notice. Canceling an Alliance outright is likely to invite reprisal (or at least resentment and suspicion). Costs 5 Dosh, or 10 if the other faction does not also have a Pact establishment. - Confederation: When two factions are incredibly close-knit and trusting of each other (or a powerful outside threat creates common cause, or one of them has simply utterly conquered the other) they can choose to confederate. Confederated factions/bases consider themselves two different parts of a single political unit and cannot be broken apart again by any means save civil war. Costs 10 Dosh, or 20 if the other faction does not also have a Pact establishment. plus-circleProgressive Cohesion: The cost of establishing a given form of pact can be deducted from the cost of establishing the next-higher level of pact (Non-Aggression → Alliance → Confederation) if you've already got one in place. minus-circleCultural Reach: In order to create pacts with another faction, that faction must have at least one base within a distance in regions of your base equal to your base's Influence rating. |
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Economy | plus-circleNew 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. plus-circleHead 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's Economy rating. minus-circleLimitations: 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). minus-circleOnce 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. |
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Influence | plus-circlePlant 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. plus-circleWatch 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. minus-circleContested: 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. |
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