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Establishments

Players can spend resources to improve and change themselves in various ways. The Establishments system exists to let them do the same thing to the game world itself, and is scalable from simple bases on up to the management of entire domains or civilizations.

No matter how big an establishment eventually gets, all of them start out as a Hideout.

Factions

Factions are larger communities and even groups of communities such as kingdoms, nations, corporations, and guilds. Every faction has a number called “Capacity” representing its population, resources and bureaucracy that controls how large it can grow (a new faction starts with 0 Capacity). Every establishment has an Instability score, and the total Instability of all establishments cannot exceed a faction's Capacity.

All establishments have some amount of Instability, and the larger an establishment is the more Instability it has. Instability is a number based on a few circumstances multiplied by a constant depending on establishment size. The total Instability of all the establishments held by a given faction cannot exceed that faction's Capacity.

Establishment Cost Feature Cost Instability Multiplier
Hideout 2 1 x0
Outpost 5 2 x1
Settlement 10 5 x3
City 20 10 x10
Axis 50 20 x30
Circumstance Instability
Establishment is located within 0-10 regions of the capitol 1
Establishment is located within 11-20 regions of the capitol 2
Establishment is located within 21-30 regions of the capitol 3
Establishment is located within (10x-9)-(10x) regions of the capitol X
Establishment's territory is not geographically contiguous with that of the capitol +2
Establishment's territory is constrained by that of another establishment owned by a different faction +1

So for example, a settlement (instability multiplier of x3) that is located 14 regions away from it's owning faction's capitol (base instability of 2) has a total instability of 6. If it's also isolated from the capitol (+2 base instability) then its base instability becomes 4 and it has a total instability of 12 instead- quite an increase! Factions need to manage their expansion carefully or risk collapse.

Hideouts

A hideout is a home, apartment, safehouse, lair or similar structure where you and your allies can safely sleep and stow your gear, hirelings, treasure, and vehicles. A hideout does not re-fill with monsters or get attacked by your enemies in your absence (although it might get attacked while you're there if it makes sense for that to happen). Anything you leave in your hideout will still be there when you come back for it later unless it doesn't want to be.

To establish a hideout, you need two things: a good location and two points of Capital. Capital can sometimes be found as treasure on adventures, or can be purchased for 5 Supply each. Location's a little bit more tricky, but not too much more so: a nice townhouse can make for a great hideout, but so can a cave system so long as you first kick out anything currently inside it that wants to murder you. You can even establish a hideout on a vehicle (allowing your hideout to be mobile) so long as the vehicle in question is at least size category 10 or larger.

Now that you've selected a location and spent your initial Capital to set everything up, you might like to upgrade your hideout with extra features. That's cool. Features come in two basic flavors: Resource (stuff that directly aids your adventuring) and Faction (stuff that aids the hideout itself). They cost one Capital each.

Give your hideout a name and make a map of it if you want.

Hideout Resource Features

All hideout features cost 1 Capital.

  • Armory. Change your loadout freely.
  • Comfort. Heal Vitality over time.
  • Depot. Buy rations, fuel, and utilities.
  • Exchange. Turn items into Supply.
  • Legacy. Access off-site trainers.
  • Memorial. Gain XP from honoring the dead.
  • Pantry. Feed yourself for free.
  • Rummage. Produce free utility items.
  • Vault. Store unlimited supplies.
Feature Description
Armory Your hideout is well-stocked with all your gear and tools. You can change your loadout freely while in your hideout without ever having to spend any Supply to do so.
Comfort The hideout is a nice fully-furnished living space, not just a flophouse/repository. Every day spent resting in the hideout restores one lost point of Vitality with no Supply cost.
Depot Useful goods are commonly available at the hideout in exchange for a little effort or cash money. Rations, Fuel or common utility items (anything available to a creature with the Handyman ability without any upgrades) can be purchased at the hideout in exchange for 1 Supply each.
Exchange A pawnshop or recycling facility can turn items into Supply fast. When you're in the hideout, you can turn a keystone, luxury or capital into 1 Supply or turn a treasure into 1-4 Supply.
Legacy The wisdom of those who have gone before is immortalized. You can access the training offerings of any retired characters in your campaign from the hideout, even if the retirees are not actually located there.
Memorial Pay your respects to the dead and seek to learn from their stories. Once per session you can stop by the Memorial to light a candle, pour one out, or otherwise meditate on the life of a former PC who has died. Roll a trigger die: if the result is a 9+, you immediately gain one or more points of Experience. You can only honor a given fallen PC once in this way per character- write their name down on your character sheet somewhere. The exact amount of XP gained through the Memorial depends on how experienced the dead PC you honored was.
Pantry The hideout has a well-stocked larder and kitchen area for food preparation. Every day that ends with you in the hideout is a day that you don't need to spend Supply or test a Rations item in order to feed yourself. Creatures that need to consume additional food for whatever reason have their daily requirements reduced by one feeding per day instead of being covered completely.
Rummage You've got a well-stocked junk drawer or gear closet. Once per session per adventurer, the hideout can produce a single item available to a creature with the Handyman ability (such as a torch, length of rope, etc) at no Supply cost. Adventurers that could use Handyman abilities to produce higher-quality or more specialized items (such as from having the Containment or Advanced Lighting upgrade abilities in the Handyman tree equipped) can also use Rummage to produce such items for free.
Vault A nice treasury space for you to store valuables. You can choose to leave as much Supply as you want in the hideout instead of carrying it with you everywhere. Write down any Supply you have stashed away and where it is. It'll be waiting for you when you come back.

Hideout Faction Features

All hideout features cost 1 Capital.

  • Den. Invite creatures to live with you.
  • Fortifications. Defensive structures.
  • Palace. Start a new faction.
  • Secret. The hideout is hidden.
  • Squad. One squad of soldiers.
  • Trapped. Add traps.
Feature Description
Den The hideout can accommodate other, weirder residents. You can invite any friendly non-civilized creatures (animals, monsters, etc) to come live in your hideout. Den residents are friendly to you but don't consider you their master and cannot be ordered to do anything for you that they don't want to do. They will, however, take care of their own needs without imposing on your resources and happily defend “their” home from intruders. The exact nature of your den residents might cause complications or trouble (GM adjudicates).
Secret A portion or all of the hideout is cleverly disguised and hidden. Outsiders can't find the hidden part unless they already know it's there.
Fortifications The hideout's main building area is well-fortified; all the back entrances and exits are sealed and a solid curtain wall protects it from unwanted incursion. A single sturdy gate allows entry but can be closed in case of attack. Work with the GM to decide exactly what fortifications look like in regards to your hideout and its unique situation.
Palace The hideout hosts a throne room, parliament, council chamber, or other center of government that transforms it from an independent, isolated establishment into the seed from which a full-fledged faction can grow. The hideout is now considered the capitol of the new faction. Give a name to your new faction. Roll a trigger die once per session; if the result is a 9+, then your faction's Capacity is increased by +1. A given faction can have a maximum of only one Palace (and thus only one capitol) at a time.
Squad Requires Armory (Hideout), Comfort (Hideout), and Pantry (Hideout). A single squad of 10 soldiers lives in the hideout and defends it from intrusion. The squad is level 5 and you get to determine what their loadout is (GM can veto though). The squad is purely defensive in nature and won't leave the hideout unless in direct service to its defense. If the squad gets wiped out, it can be replaced by spending 1 Capital. Replacement squads show up at the beginning of the next session.
Trapped The hideout can support permanent booby-traps and snares inside it. These traps are identical to the ones created by the Trapper ability tree, except they can be reset as an action by any creature next to them, they don't disappear at the end of the session, and all rightful residents of the hideout know exactly where they are and how to avoid them. Once added, a trap's location or specification cannot later be changed (but you can freely remove any trap you don't want anymore). Adding a trap to the hideout carries a one-time cost of 1 or more Supply. For every 1 Supply spent, pick any three features from the below list for the trap to have:

- Remove 1 Vitality (can be selected up to 3 times maximum)
- Add benefits of any Trapper upgrade ability of your choice other than Paranoia or Trap Toss (can be selected multiple times for different upgrades)
- Add the Burning, Frozen, Dissolving, Electrified, or Poisoned condition (can be selected multiple times for different conditions)
- Imitate the effects of another ability that enhances attacks (like Smite maybe? GM can veto anything weird)

Outposts

An outpost is a small village, tribe or steading. Unlike a hideout, it has a significant number of citizens and residents that live, work and play on their own terms. Outposts offer a significant number of things that a hideout doesn't, but also have higher costs and more stringent rules that govern their creation.

  • Costs: Creating an outpost requires a hideout and 5 additional Capital.
  • Spacing: You can't upgrade a hideout into an outpost unless it's two or more regions away from any other establishments of outpost size or higher- or in other words, you can't have outposts right next to each other on the world map even though there's no such restriction for hideouts.
  • Capacity: Unlike hideouts, outposts are big enough that they require some amount of effort to govern properly. Every outpost has a base Instability of 1, meaning that all outposts must belong to factions that have enough spare Capacity to include them.

Establishments of Outpost size or larger exude control over the surrounding regions. Outposts lay claim to the region they're built in and every other adjacent region. Any features that enhance the outpost's claimed territory continue to apply their effect on the entire claimed territory even if the outpost is grown into a larger establishment with a larger claimed territory.

Outpost Resource Features

All outpost features cost 2 Capital.

  • Bounty Board. Earn Capital through local jobs.
  • Cenotaph. Improved Memorial.
  • Curio Shop. Random cheap keystones.
  • Dojo. Get a discount when learning from a single tree.
  • Industry. Purchase Capital.
  • Recreation. Carouse for extra XP.
  • Revenue. Sometimes generate free Supply.
Feature Description
Bounty Board The outpost hosts a centralized location for the sharing of information and the posting of one-off jobs. The GM will create one local job (clear a dungeon, slay a threat to the people, open a new path, etc) in addition to any other missions or goals the players have. Completing local jobs in this way is beneficial to the outpost's development and immediately invests 1 Capital into either growing the outpost to the next-higher tier or purchasing a feature. When a local job has been cleared, the GM will replace it with another.
Cenotaph Requires Memorial (Hideout). A much more ceremonially rich place of remembrance than the Memorial, remembrance rolls made at the Cenotaph to gain XP from a dead comrade succeed on a result of 5+ instead of 9+.
Curio Shop A pawnshop or flea market, where buyers never quite know what they will find. The Curio Shop generates three random keystones from those available/unlocked for use in the campaign so far, each of which can be optionally purchased for 1 Supply. The curio shop's inventory is refreshed at the beginning of each new session- anything that wasn't bought disappears (somebody else bought it instead).
Dojo A school, shrine or cultural tradition in which the secrets of a given ability tree are taught. Every dojo is keyed to a single, specific ability tree whose name is appended to the dojo- so a dojo that teaches the Blade tree would be called a Blade Dojo, and one that teaches necromancy would be a Necromancy Dojo. When learning a new ability in the outpost from the tree that the local dojo specializes in, you get a discount of -1 Supply. This discount stacks with other discounts from species or any other sources. Supply cost to learn a new ability can be reduced to 0 but not below 0. The keystone requirement is unaffected.
Industry A mine, sawmill, quarry or similar provides the raw materials of empire. You can purchase points of Capital in the outpost for 5 Supply each.
Recreation Taverns, gambling houses, bordellos and similar places attract adventurers eager to relax after facing near-death. You can choose to carouse in the outpost by spending 1 Supply per party member. For every time this amount is spent, everybody immediately gains 1 XP. Luxury items count as 3 Supply for this purpose.
Revenue The outpost hosts a business of some kind that generates a small, but appreciable stream of income. Once per session, any adventurer with a controlling interest in the outpost can roll a trigger die. If the result is a 7+, every player at the table gets 1 additional free Supply. Results of 1-6 do not generate any Supply. Adventurers need to be physically present at a site in order to generate income with Revenue.

Outpost Faction Features

All outpost features cost 2 Capital.

  • Airfield. Enable aircraft traffic.
  • Harbor. Enable movement through water regions.
  • Warband. Support three squads.
  • Watched. Keep an eye on your territory.
Feature Description
Airfield The outpost has a basic runway or similar facility set up to allow for air traffic. Aircraft without the VTOL ability can take off and land in the outpost regardless of the local terrain type.
Harbor The outpost has a large number of small, private watercraft available as well as a central location where such can be cheaply hired. Any water regions claimed by the settlement can be traveled through by land-based creatures or vehicles without having to spend time securing a boat of any sort. Creatures without the Swim ability take an additional impairment to travel speed when traveling through water regions, which stacks with any relevant impairment from rough terrain.
Warband Requires Squad (Hideout). The outpost can support up to three squads at once instead of only one. The squads can be moved around the outpost's claimed territory freely and independently, but still cannot be deployed outside of it.
Watched The outpost's entire claimed area is filled with strategically-placed watchtowers, relay stations and regular patrols which grant extra information about every region the outpost controls. Any enemy squad that enters a region claimed by the outpost is spotted well before it gets close to the outpost itself (unless said enemies utilize the Stealth/Charlatan/etc trees successfully). Any other noteworthy comings and goings through the region are also made known immediately to whoever's in charge of the outpost.

Establishments

Adventurers can spend Supply to enhance and develop themselves through various means. The Establishments system allows them to enhance and develop the game world itself instead. Establishments are developed through the use of “Capital” points (representing raw materials, labor and transport resources). Sometimes points of Capital can be found as treasure.

“Establishment” is a generic term for any civilized place that can host services or opportunities valuable to adventurers. There are five different tiers of establishment representing richer and more varied services as they increase:

Establishment Explanation Cost Upgrades Cost Faction Size ZoC Spacing
Hideout A safehouse, residence or lair. 2 Capital 1 Capital +0 None Unlimited
Outpost A small community, steading or tribe. Hideout + 5 Capital 2 Capital +1 Local +1 ≥2 Regions
Settlement An entire town or village. Outpost + 10 Capital 5 Capital +3 Local +2 ≥5 Regions
Burg A thriving city. Settlement + 20 Capital 10 Capital +10 Local +5 ≥10 Regions
Axis A cultural and economic powerhouse. Burg + 50 Capital 20 Capital +30 Local +10 ≥20 Regions

No exact population numbers are given for any tier of establishment. The establishments system is not meant to track demographics, GDP, or anything beyond what these locations can do to support and add flavor to the business of adventuring. Any upgrades or benefits an establishment grants are maintained if it is increased in tier.

Some establishments will likely already exist in the game world. These can be modified or more can be added by the players themselves by spending Supply. This is generally an expensive undertaking, but can be done in installments from session to session.

All establishments have a faction allegiance and a specialty ability tree. Adventurers can freely use the establishments of any faction they belong to.

Higher-tier establishments control one or more regions. A region claimed by multiple establishments of differing factions generally goes to whichever establishment is strongest. If multiple establishments all claim a single region but they have the same faction, it doesn't matter. Negotiation can grant regional control to this faction or that one.

Upgrade types: Resource (allows for changes to character sheet directly), Martial (defense of establishment), and Faction (bolsters or alters the owning faction or territory). Resource upgrades are the most directly relevant to adventurers.

Faction size: establishments of Outpost size or larger add to the overall size of their faction. A faction has a maximum size called its Capacity. Capacity is a combination of resources, population, and bureaucracy that allows a faction to grow.

Outpost

Outposts are small compounds, steadings or tribes that receive traffic from travelers and traders. An outpost has a small zone of control, laying claim to the entire region in which it is located and all adjacent regions.

  • Requires: Outposts are upgraded from previously-established hideouts. All outposts must be at least 2 regions away from all other establishments of Outpost tier or higher. If the region is already claimed by a different faction, you need permission from them (which may or may not involve control of the region being handed over to you). If the region is unclaimed, you need to clear out any significant dangers in it before the outpost can be established.
  • Cost: 5 Capital.
  • Upgrades: 2 Capital each.

Upgrades unlocked at the outpost tier include:

Airfield The outpost has a basic runway or similar facility set up to allow for air traffic. Aircraft without the VTOL ability can take off and land in the outpost regardless of the local terrain type.
Bounty Board The outpost hosts a centralized location for the sharing of information and the posting of one-off jobs. The GM will create one local job (clear a dungeon, slay a threat to the people, open a new path, etc) in addition to any other missions or goals the players have. Completing local jobs in this way is beneficial to the outpost's development and immediately invests 1 Capital into either growing the outpost to the next-higher tier or purchasing an upgrade. When a local job has been cleared, the GM will replace it with another.
Curio Shop The outpost has a collection of rarities for sale. In among all the various weird, but generally useless junk there are a small number (1-6, subtract 6 from any result of 7+) of random keystones for sale for 1 Supply each. New keystones are generated each session- any that you choose not to buy will disappear (somebody else bought them).
Dojo The outpost maintains a center of learning in which the secrets of the establishment's specialty ability tree are taught. Learning a new ability from the dojo's specialty tree while physically present in the outpost costs 1 less Supply than normal. This benefit stacks with the reduced training fee from the Fast Learner (Lore) ability.
Harbor The outpost has a large number of small, private watercraft available as well as a central location where such can be cheaply hired. Any water regions claimed by the settlement can be traveled through by land-based creatures or vehicles without having to spend time securing a boat of any sort. Creatures without the Swim ability take an additional impairment to travel speed when traveling through water regions, which stacks with any relevant impairment from rough terrain.
Lodgement The outpost has a healthy enough stream of traffic that flows to and from it that it's only natural that adventurers might be found there. After completing a session somewhere in civilization, adventurers can choose to start their next one at the outpost instead of wherever they left off.
Recreation The outpost hosts one or more locations suitable for carousing where people gather to celebrate and socialize. Adventurers can spend an amount of Supply equal to the current party size in the establishment to gain 1 bonus XP for all party members.
Revenue Requires Treasury (Hideout).

The outpost has a local business that creates a small stream of income for its owners. Once per session, any adventurer with a controlling interest in the site can roll a die: a result of 7+ immediately yields a supply cache (1 Supply per party member at the table). A result of 1-6 does not yield any Supply. If the adventurer rolling the die is not physically present at the site, this Supply can be deposited in the establishment's treasury. If nobody remembers to roll for revenue profit during the session, none gets generated. A single outpost cannot generate more than ons supply cache per session.
Roads The settlement maintains a network of roads allowing for easier vehicle traffic. All claimed land regions can be traveled through at full speed regardless of their terrain type and are considered fully accessible to wheeled vehicles. Higher-tier establishments with larger zones of control still apply the benefit of Roads to all of them.
Soldiers Requires Squad (Hideout).

The establishment's guards are promoted to a more professional military organization. They can be dispatched to locations outside of the establishment's claimed area of influence to serve its interests in a more proactive manner. If soldiers are not dispatched responsibly and in clear support of their community's needs, they (and the the community at large) will resent it. Soldiers in the field require rations to feed themselves every day just like any other creature.
Watched The establishment's entire claimed area is filled with strategically-placed watchtowers, relay stations and regular patrols which grant extra information about every region the establishment controls. Any enemy squad that enters a region claimed by the establishment is spotted well before it gets close to the outpost itself (unless said enemies utilize the Stealth/Charlatan/etc trees successfully). Any other noteworthy comings and goings through the region are also made known immediately to whoever's in charge of the outpost.
Warband Requires Squad (Hideout).

The outpost and all regions within its control are protected from external intrusion by three squads of guards instead of only one. All guard squads have the same loadout.
Waystations Requires Pantry (Hideout).

The outpost's resources are widely-available in a number of accessible depots. It does not cost any Supply to feed oneself when ending the day anywhere in the area claimed by the outpost, not just inside the central structure itself. Higher-tier establishments with larger claimed areas apply this benefit to every region they claim.

Settlement

A settlement is an establishment large enough to have attracted a sizable number of permanent settlers and residents that create a larger community and culture. A settlement's zone of control extends to a range of 2 regions from its center.

  • Requires: Settlements are upgraded from previously-established outposts. All settlements must be at least 4 regions away from any other establishment of settlement tier or higher. Any significant dangers in the settlement's zone of control must be pacified or cleansed.
  • Cost: 10 Capital.
  • Upgrades: 5 Capital each.

Upgrades unlocked at the settlement tier include:

Academy Requires Dojo (Outpost).

Learning costs for abilities in the settlement's specialty tree are reduced by 2 instead of 1 (minimum 0).
Company Requires Warband (Outpost).

The settlement and all regions within its control are protected from external intrusion by 10 squads of guards instead of only 3. All guard squads have the same loadout.
Creole The settlement is large enough to support a significant influx of local minority cultures. Members of any minority culture within a reasonable geographic distance can be frequently found in the establishment and citizens there almost universally can speak the languages of every culture present. Adventurers can spend 3 Supply in the settlement to learn a specific additional language from a local culture without needing to learn the Polyglot ability from the Lore tree.
Diversification Requires Warband (Outpost).

The settlement has multiple different avenues of training available for its guardsmen squads. Every squad can have its own loadout as determined by the establishment's owner. This can be as simple as having two or three different loadouts representing different soldier types or as complex as making every single squad completely different from the others. Any upgrades that expand the number of squads such as Company (Settlement) apply this benefit to all of them.
Drill Yard Requires Warband (Outpost).

Providing facilities and training for the local guards improves their quality. All squads maintained by the settlement are level 6 instead of 5. If the settlement also has the Officership (Settlement) upgrade, officers are also level 6.
Healer Requires Living Space (Hideout).

A wide range of medicines, spare parts and other useful medical technology is available in the settlement. Any effect that restores Vitality inside the settlement restores two points instead of the normal one.
Justice A hideout belongs unquestionably to whoever established it, and an outpost is small enough to respect its founder and know them on sight. A settlement has grown beyond this familiarity. With the Justice upgrade, allied adventurers are fully recognized by the settlement as being lawful authorities with permission to dispense justice and make decisions that directly affect the lives of everyday people. Whether they are honored or reviled for this depends entirely on how they use this power.
Laboratory Requires Workshop (Hideout).

Keystones of the establishment's specialty tree(s) can now be purchased there for 1 Supply each. Unlike a Workshop, this can be done any number of times per session with no limit.
Marketplace Requires Curio Shop (Outpost).

A large centralized location has been put aside for the buying and selling of goods, attracting merchants and traders from all around. Any adventurer in the settlement can act as if they have the Shop Around ability from the Merchant tree, allowing them the chance to buy keystones on demand. Adventurers who actually have Shop Around equipped no longer need to roll the associated check- they can always find what they want at a price of 2 Supply.
Militia Requires Warband (Outpost).

The settlement has citizens who regularly train in combat in order to protect their homes. One slain squad is automatically replaced at the beginning of each session without any Supply cost. Further squads can be replaced more quickly through spending Supply as normal.
Navigability Requires Harbor (Outpost).

The settlement has established a system of locks, canals, lighthouses and buoys to aid in maritime traffic. All water regions claimed by the burg are not considered rough terrain for purposes of travel speed regardless of their actual terrain type, and all minor bodies of water such as rivers are considered fully navigable.
Officership Requires Warband (Outpost).

Any and all squads maintained by the settlement are led by an officer trained in leadership instead of simply being an unorganized and informal mob. Officers are level 5 and all share the same loadout that you choose (which must include the Captain ability tree to some degree). You have one officer per maintained squad.

Burg

A burg is a large, well-established community with a diverse range of specialists, professionals and social classes. A burg's zone of control extends 5 regions in all directions.

  • Requires: Burgs are upgraded from previously-established settlements. The burg must be at least 8 regions away from any other establishment of burg tier or higher. Any significant dangers in the burg's zone of control must be pacified or cleansed.
  • Cost: 20 Capital.
  • Upgrades: 10 Capital each.

Upgrades unlocked at the burg tier include:

Adventurer's Guild Requires Bounty Board (Outpost).

A burg has access to a wide range and depth of experience among its local adventurer population, allowing almost anyone interested in this highly-dangerous profession to avoid having to learn everything the hard way. Once per session, an adventurer in the settlement can roll a die. If the result is equal to or higher than their current level, the adventurer gains +1 XP immediately. No single adventurer can attempt to gain an insight from a single adventurer's guild in this way more than once per session.
Battalion Requires Company (Settlement).

The burg and all regions within its control are protected from external intrusion by 30 squads of guards instead of only 10. All guard squads have the same loadout.
College Requires Academy (Settlement).

The academy has grown into a powerful and versatile institution with incredibly in-depth resources and instruction available for its chosen field. All training costs in the burg's specialty tree are reduced by 5 (minimum 0).
Entertainment District Requires Recreation (Outpost).

The burg has an impressive array of festivals, theatres, red-light districts and other diversions for adventurers to throw their money away on. Every time adventurers choose to carouse in the burg, roll a die. If the result is 7+, then they gain 2 XP instead of the normal 1.
Hospital Requires Healer (Settlement).

The burg has a well-equipped hospital staffed with competent professionals. Any adventurer that visits the burg or even just passes through it automatically removes any injuries they may have without needing to go through the normal bed rest time.
Proving Ground Requires Drill Yard (Settlement).

A more sophisticated and well-funded training regimen raises the level of all guards (and officers, if applicable) maintained by the burg to 7.
Special Forces Requires Drill Yard (Settlement).

A combination of economic wealth and a wide pool of applicants means that the burg can field a small, elite force of better trained and armed troops in addition to their rank-and-file. The community gains three squads of level 10 soldiers with a loadout determined by the burg's leadership as normal. If the burg also has the Proving Ground (Burg) upgrade, the elite troops are level 12. Other than their advanced level and limited numbers, elite troops behave the same and are subject to the same limitations as normal troops. If the burg also has the Officership (Settlement) upgrade, then its elite squads also gain a leader of equivalent level to the squad itself.
Reconnaissance Requires Watched (Outpost).

The burg has a well-trained and funded intelligence-gathering division that keeps a watchful eye on the goings-on outside of its borders as well as within. The benefits of the Watched upgrade are extended to everywhere within 10 regions of the burg's center, regardless of which faction actually claims the regions in question. An axis with this upgrade extends their watch to all regions within 20 regions of its center.
Supply Line Requires Waystations (Outpost).

The burg is capable of fully supporting its adventurers and troops not only within its own borders but also outside them with strategic shipping and supply drops. Allied creatures that end their day anywhere within 10 regions of the burg's center no longer need to spend Supply to feed themselves, regardless of which faction actually claims the regions in question. An axis with this upgrade extends their supply lines to all regions within 20 regions of its center.

Axis

Axes are large, wealthy cities that serve not only as centers of commerce but also art, culture, and political power. An axis' zone of control extends 10 regions in all directions.

  • Requires: Axes are upgraded from previously-established burgs. The axis must be at least 16 regions away from any other axis. Any significant dangers in the axis' zone of control must be pacified or cleansed.
  • Cost: 50 Capital.
  • Upgrades: 20 Capital each.

Upgrades unlocked at the Axis tier include:

Advanced Training Requires Proving Ground (Burg).

Training soldiers has been raised to a high art. The level of all guards (and officers, if applicable) maintained by the axis is raised to 8. Special forces (if any) have a level of 15.
Elite Warriors Requires Special Forces (Burg).

A prestigious military academy combined with a huge pool of applicants greatly increases the number of elite troops available. The axis maintains a force of 10 squads of special forces instead of 3.
Legion Requires Battalion (Burg).

The axis and all regions within its control are protected from external intrusion by 100 squads of guards instead of only 30. All guard squads have the same loadout.
establishment.1543862467.txt.gz · Last modified: 2018/12/03 11:41 by kyle