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administration

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Administration Governmental functions. Influence
caret-right Multiculturalism Mix with other cultures. Influence
caret-right Pact Make peace accords. Influence
caret-right Settlers Advanced new bases. Influence

trade deals, shibboleth

Administration

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.

Multiculturalism

Influence plus-circleY'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's assimilated cultures list.

plus-circleBenefits: 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.

minus-circleAssimilation Limit: A base can only assimilate a number of other cultures equal to its Influence rating.

Pact

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. 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 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). 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) 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 bitter 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.

Settlers

Welfare plus-circleNew Base: The base is capable of outfitting bands of workers, pioneers, and excitement-seekers to go out and create a new base elsewhere. When these settlers create a new base/community, it is automatically considered a confederated faction with its parent base (see the Pacts establishment for details).

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 Welfare 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. 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 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.
administration.1601670867.txt.gz · Last modified: 2020/10/02 14:34 by kyle