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Communities

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're kind of like creatures, in a way: communities have different goals and work to achieve those goals, and the interaction of these different goals drives the story of the game. They're also like creatures in another way: they have levels and they equip abilities (called “assets”). This lets players interact with the larger-scale drama of clashing communities through mechanics in the game itself.

Factions

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.

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.

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's Clout, add up the levels of all communities under its banner as such:

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

Policies

Welfare

Ecology

Grow in harmony with the environment and leverage it to the fullest.

  • 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.

++++ Details |

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're coming before they happen so that mitigating measures such as evacuation can be taken. For every 5 levels the community has, it gains 1 point of suppression on the Disaster problem (lowering its effective pressure).
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's population, reducing crowding penalties.
Sanitation Hygienic Living: Properly planning for amenities such as sewer systems and aqueducts promotes healthy living for the community's citizens. When rolling to produce Welfare capital, the community benefits according to the following die results instead of using the standard: 1-3 nothing, 4-6 normal, 7-9 double, 10-12 triple.

++++

Expansion

Grow and spread ever outwards, and fulfill manifest destiny!

  • 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.

++++ Details |

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: Settlers produced by the community can act as up to five units of rabble (50 level 3 creatures) in order to defend themselves if attacked. When traveling through reasonably lush territory they can feed themselves indefinitely without spending any Supply. Settlers will generally only engage in combat if left no other choice.
Sprawl Expanded Territory: All communities automatically claim a new region (if possible) every time they level up. The Sprawl asset grants a community an additional free region for every two levels it has.

Even More: The community can claim an additional region beyond its normal level-based limit by completing an Extend Sprawl (Influence) project with a cost of 10 that imposes 1 Influence upkeep.
→ Outposts Distant Holdings: Additional regions claimed through Sprawl no longer need to be contiguous with the rest of the community's regions. The community can lay claim to any region within a distance in hexes equal to its level.
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: The people's general happiness also can lead them to spend more. The community can complete a Bolster Economy (Welfare) project to instantly add +1 Economy capital. This project has a cost of 2.

++++

Healthcare

See to the people's health and recuperation from injury.

  • 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.

++++ Details |

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's claimed territory automatically restores 1 point of Vitality, and injuries are always considered to be treated (and thus have no chance to worsen).
EMS Ambulances: A wide-ranging network of first responders based in the community can save lives. If any citizen, squad or ally of the community dies via violence or accident while within its territory in a non-secret or hidden location, they may roll a trigger die. If the result is 7+, they get rescued and hauled back to the community center, where they will survive with 1 Vitality instead of dying.
Medicines For What Ails You: Local apothecaries, pharmacies and healers are tapped to make essential medications widely available. The Solve Sickness (Welfare) project has a cost of 2 capital instead of the normal 5.
→ Vaccination Ounce of Prevention: Scientific or spiritual techniques (whatever's appropriate) are leveraged on a massive scale to make the community's citizens much more resistant to epidemics. For every 5 levels the community has, it gains 1 point of suppression on the Sickness problem (lowering its effective pressure).
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 “repaired” with a workable prosthetic or transplant at a cost of 10 Supply.

++++

Justice

Keep people safe and operations structured.

  • 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.

++++ Details |

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's discretion.
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's rules for their own gain. The Solve Corruption (Influence) project has a cost of 2 capital instead of the normal 5.
→ Oversight Inquisitors: Whistleblowers are honored and the corrupt are reviled, making the community stronger but also a poor setting for noir movies. For every 5 levels the community has, it gains 1 point of suppression on the Corruption problem (lowering its effective pressure).
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).

++++

Influence

Distraction

Appease the people to keep them happy and docile.

  • 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.

++++ Details |

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's government has a certain amount of control over the dissemination of news and information, which can be leveraged with the help of a bit of coin to tell the citizens whatever's most convenient for them to believe. When Economy is used to bolster Influence, it grants +2 capital per completed project instead of the normal +1.

Tithe Generously: Having the people's collective ears can also be leveraged to gain access to their wallets. The community can complete a Bolster Economy (Influence) project to instantly add +1 Economy capital. This project has a cost of 2.
Social Capital All Hail the Overlord: The community's citizens know exactly what side their bread is buttered on and where the butter comes from, allowing for large amounts of general goodwill to be called upon later. The community can store an amount of Influence capital equal to its level for later use.

++++

Education

Knowledge is power.

  • Public Schools. Solving Ignorance problems is easier.
    • University. Automatically suppress Ignorance problems.
  • Technical Academy. Adventurers get a discount on ability costs.
  • military breakthrough (double str on 11+)
  • reduce upkeep on policy unlocks

++++ Details |

Culture Hygienic Living: Properly planning for amenities such as sewer systems and aqueducts promotes healthy living for the community's citizens. When rolling to produce Welfare capital, the community benefits according to the following die results instead of using the standard: 1-3 nothing, 4-6 normal, 7-9 double, 10-12 triple.
Public Schools Deal With Ignorance: Every member of the community is exposed to at least a minimum of education including basic literacy and critical thinking skills, making it much more difficult for harmful superstitions and counterproductive practices to take root. The Solve Ignorance (Influence) project has a cost of 2 capital instead of the normal 5.
→ University Expunge Ignorance: The community is widely famous for attracting scholars and scientists, and the people living there are justifiably proud of their high level of enlightenment. For every 5 levels the community has, it gains 1 point of suppression on the Ignorance problem (lowering its effective pressure).
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's center (minimum cost of 0). This discount stacks with the one from the Fast Learner ability in the Lore tree.

++++

Multiculturalism

Diversity is strength.

  • 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.

++++ Details |

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's cultural policy is not yet unlocked for the community, integrating them automatically unlocks it.

Alternative Troops: When the community completes a Raise Mob project to create units of rabble, the rabble can be of any integrated culture. If the community has any assets that allow it to train or retain better units (such as from the Soldiers or Mercenaries trees) then those can also be created according to any integrated culture as desired.
→ Creole Multilingualism: A large amount of cultural crossover means that pretty much everybody in the community speaks each other's languages. Any given citizen of the community is likely to speak (at least on a basic level) the language of all integrated cultures. Residing in the community also grants this benefit to PCs.
→ Goodwill Improved Relations: Other cultures know that their people are well-treated in your lands. The community's effective population is doubled for the purpose of calculating Clout when the community's faction is negotiating with other factions whose dominant culture matches a minority culture in the community.
Shared Purpose Deal With Hatred: The community's unusual level of tolerance and internal cohesion can be leveraged to quickly rid it of Hatred problems. The Solve Hatred (Influence) project has a cost of 2 capital instead of the normal 5.
→ 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).

++++

Statecraft

Big government has some advantages.

  • 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.

++++ Details |

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, the community can undertake an Improve Relations (Influence) project to improve the relationship between the two factions by one step (Hostile → Uncooperative → Neutral → Cooperative → Friendly). This project has a base cost of 20. For every point by which the target faction's Clout exceeds the community's faction's Clout, the cost increases by a further +20. For example, a faction with a Clout of 3 working to improve relations with a faction that has a Clout of 5 must spend 60 Influence capital per step.

Cooperation Enabled: Multiple communities belonging to the same faction that all have the Embassies asset can collaborate to complete an Improve Relations (Influence) project faster by donating their Influence capital directly to its completion.
→ Treaties Official Negotiators: The community can negotiate special agreements with other factions. Different agreements require different levels of relationship in order to be created. If relations ever fall below the required level, all agreements are canceled immediately. Multiple communities from the same faction that all have the Treaties asset can collaborate to complete them more quickly.

Cease Fire: Relations: Any. Cost: 10, +10 per higher Clout. You and the target other faction agree not to directly fight each other for a small number of sessions (generally 1-5). All troops in each other's territories are expected to leave immediately. If either of you break the cease fire, relations immediately worsen to Hostile if they weren't already and the other faction's troops and agents permanently deal +2 damage with all attacks against yours. The cost of all future Cease Fire treaties with any other faction (not just the one you wronged) increases by 5, +5 per higher clout. Both of these penalties stack with multiple cease-fire violations.

Peace Accord: Relations: Neutral+. Cost: 10, +10 per higher Clout. You and the target other faction agree not to make war upon each other indefinitely. All troops in each other's territories are expected to leave immediately. Breaking a peace accord through a surprise attack carries the same penalties as breaking a cease fire agreement.

Open Borders: Relations: Cooperative+. Cost: 10, +10 per higher Clout. Requires Peace Accord. Your troops and agents can move freely through territory claimed by the other faction and vice versa.

Alliance: Relations: Friendly. Cost: 20, +20 per higher Clout. Requires Open Borders. If your faction is ever attacked by a third party, the faction with whom you have an alliance will lend you its strength and aid you to the best of its ability. Allies will also aid you in fights where you are the aggressor, but only if their relationship with the target third party is Hostile.

Confederate: Relations: Friendly. Cost: 50, +50 per higher Clout. Requires Alliance. The target other faction merges with yours to make one single faction. All communities immediately gain increased Expansion penalties based on the new larger size of the combined faction.
Official Standards Singular Currencies: The community's knowledge of the specific needs of other communities in its own faction and the imposition of singular systems of currency/measurement/etc makes it especially good at exporting resources. Caravans created by the community grant +10 resources of the selected type instead of the normal +5, but only when delivered to other communities in the same faction.
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: The community can reduce Expansion damage by an additional 1 point by completing a Reduce Expansion (Influence) project with a cost of 20 that imposes 2 Influence upkeep.

++++

Strength

Soldiers

Train, outfit and command armies.

  • 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.

++++ Details |

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: When a community's squads get destroyed in battle, the community suffers 1 damage per lost squad.

Pack The Barracks: The community can train and support one additional squad of soldiers beyond its normal level-based limit by completing a Train Squad (Strength) project with a cost of 10 that imposes 1 Strength upkeep. If the community also has the Officers asset, completing a Train Squad project also trains an officer to lead it at no extra cost.
→ 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/soldier type focused on melee combat called “Berserkers” and another on projectile combat called “Rangers.” Such a community could choose to produce a squad of either berserkers or rangers depending on their needs at the time.

Retraining: The community can choose to convert a squad into the other type of soldier the community produces by completing a Retraining (Strength) project with a cost of 5.

Officer Specializations: If the community also has the Officers asset, a second loadout can be designed for officers as well. Officers can also be converted back and forth as an action through the Retraining project, but only one at a time instead of the full 10 afforded to squad conversions.
→ 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' loadout and must include the Captain tree to some degree (otherwise this asset is kind of pointless). When/if a squad levels up its captain also levels up. Dead captains are brought back when their squads are brought back at no additional charge.
→ 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.

++++

Economy

Maritime

Control the waters.

  • 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.

++++ Details |

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: A community can change the nature of its navy (size and number of boats) by selling off/breaking down old boats and buying/constructing new ones. This requires a Strength project with a cost equal to the community's level.

Sailor Replacement: Sailors have stats as rabble (level 3 creatures). Sailors in a boat that was sunk, destroyed or overrun are killed and can no longer serve their community. A community can replace up to 5 dead sailors with new ones by completing a Strength project with a cost of 5.

More Sailors: The community can hire 10 additional sailors beyond its normal level-based limit (and thus expand the size of its fleet) by completing a Hire Sailors (Strength) project with a cost of 10 that imposes 1 Strength upkeep.
→ 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's choice. For the sake of simplicity all boats are presumed to get the same abilities from this asset, but if you and your GM are okay with keeping track of differences, go wild I guess. Boats are assumed to have the root ability of the Boat tree by default in order to exist, and abilities granted via the Mechanic tree can be any abilities that would be reasonably available in the community of origin. All boats with Mechanic-granted abilities are presumed to have an actual mechanic on board somewhere who performs the required maintenance.

Deep Investments: The community can add an additional Boat or Mechanic ability beyond its normal level-based limit by completing an Upgrade Boats (Strength) project with a cost of 20 that imposes 2 Strength upkeep.
Harbor Exploit The Seas: The community's claimed water regions (ocean, lakes, etc) are treated as exploitable and can be used to support its growth. Such regions are normally considered unexploitable by a 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.

++++

Stockpiling

Always have enough supplies on hand.

  • 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.

++++ Details |

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's faction) do not need to spend any Supply to feed themselves when they start their day inside any region claimed by the community, rather than only the community center.
→ Supply Line Longer Provision: The community has invested in the means to transport and make available its supplies at great distances, even in unowned territory. Allied creatures no longer need to spend Supply to feed themselves while within a distance of the community center equal to 1 region per two community levels. For example, a level 10 community extends this benefit to all regions within 5 hexes of its center.

Longer Lines: The community can extend the reach of its supply lines beyond its normal level-based limit by completing an Extend Supply Lines (Welfare) project with a cost of 10 that imposes 1 Welfare upkeep.

Cut Lines: An enemy squad automatically cuts off the benefits of Supply Line from all regions in an equilateral triangle that has the enemy squad's position as one of its corners and increases in size as it gets further away from the community's center.
Warehousing Deal With Shortages: The community keeps careful stock of all available surplus and keeps it stored safely away in order to leverage it to quickly get rid of Shortages problems. The Solve Shortages (Economy) project has a cost of 2 capital instead of the normal 5.
→ Distribution Network Expunge Shortages: The community not only has extra stocks of everything on hand, it has a practiced and efficient system to get them where they need to be quickly. For every 5 levels the community has, it gains 1 point of suppression on the Shortages problem (lowering its effective pressure).

++++

future?

S:(Militias)

  • militia (better mobs)
    • auto-militia when invaded
  • conscription (can store strength)
  • deal with marauders
    • reduce marauders pressure

S:(Mercenaries)

  • 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

E:(Roads)

  • roads in claimed territory
    • rapid transport (railroads, coach relay, whatevs)
    • roads out of claimed territory
  • wheeled vehicle fleet
    • shipyard equivalent, garage?

E:(Finance)

  • financial, store economy
  • double econ on 11+
  • deal with poverty
    • reduce poverty pressure
  • +1 wise from complete policies

I:(Education)

  • deal with ignorance
    • reduce ignorance pressure
  • cheaper ability learning (academy for adventurers)
  • military breakthrough (double str on 11+)
  • reduce upkeep on policy unlocks

S:(Espionage)

  • espionage, learn details of rival community
    • sabotage rival community
  • deal with rebellion
    • reduce rebellion pressure
  • secrets, double str on 11+

E:(Conquest)

  • brutality, can gain capital instantly in exchange for longer-term penalties
    • penalties wear off sooner
  • plunder, defeating enemy squads/sacking enemy communities gives free capital rewards
  • slavery?
  • sacrifice the weak, faster growth at a cost
factions.1518621345.txt.gz · Last modified: 2018/02/14 08:15 by kyle