IOT Developmental Thread

Honestly, I would start another thread altogether. That wasnt a Flags of IOT thread or anything.
 
Just to announce that me an Thorvald will be collaborating on our next IOT. It will be fun.
 
Confirming the above, and confirming that this confirmation does not necessarily preclude Das Vierte Reich.

But only if/when 'Lec confirms the confirmations requested prior.
 
Just to announce that me an Thorvald will be collaborating on our next IOT. It will be fun.

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So, I've got a question for GMs and other rule-crafters. How would I go about making Weapons of Mass Destruction not terrible? In almost every game they are either handled terribly, put into normal military statistics or just ignored. Does anyone have any good ideas?

EDIT: For clarification, this isn't for IdIOT specifically, this is for future projects and games in general.
 
Put them in underground bunkers that only Christos knows the location of.
 
i'll shiv u m8

So, I've got a question for GMs and other rule-crafters. How would I go about making Weapons of Mass Destruction not terrible? In almost every game they are either handled terribly, put into normal military statistics or just ignored. Does anyone have any good ideas?
You were there for The Aftermath, ye ken? Map their effects to climate and geography, make the damage persistent, throw in a dash of popular discontent... It won't save you from the bona fide maniacs, but it'll weed out the casuals. :cool:
 
put cities on your map and if a city gets nuked it takes 50 years to recover
 
Its something i've asked myself for in regards to 2045 and the solution i'm going to implement is to just make it as realistic as possible. Limited tactical applications doesn't have to be world ending. A couple dozen are going to wreck things severely. If the game ends up being a post-apocalyptic wasteland game, then i'm going to roll with it. That said, most governments would be unwilling to launch without VERY good reason, especially at civilian populations.

EDIT: Public, and especially military, support for the war and use of nuclear weapons would have to be exceedingly high for generals or congress or what have you not preventing their launch.

That said, they are a thing and you can't ignore them and if the players can and do launch them, then you should include them.
 
I've been playing forum games for eight years now, guys. The first one I got into was on TWC: God Save the King, an RPG based around M2TW where we primarily played as English nobility. I think it lasted for around 5 years, and I saw far more than my fair share of battles. After a few years and many potential tangents I won't go into, I got into IOT. Not too much later, I also tried playing some strategy games back on TWC that were like the bastard children of GSTK and IOT, but they were full of asshats and impossibly imbalanced, so I left them behind.

I have to say that in those eight years, I haven't played a single damn game that did tactics right. The ones that tried harder than we do failed harder because they typically revolved around all the involved players being online at the same time. A lot of the time, "tactics" are just absolutely perfect victory scenarios described by one party. If the other party doesn't submit tactical orders, some GMs will even follow the Mary Sue-ical orders to the letter, which is genuinely ridiculous. I think tactics are best left to RTS games and we keep our focus on strategy, because I have yet to see a single game in the better part of a decade that was improved by the addition of tactics in the slightest.
 
People generally know so little about warfare (myself included) that multiple PMs of intricate strategy and movement isn't really the best way to go. It just burdens the mod. People also often don't get how complicated war is. IIRC the reason Chinese and Japanese warfare was based on human waves rather than Europe's level of military professionalism and advanced forging for attack or defense is because in China and Japan there were more people so they were a cheaper resource and not as necessary to protect. I read that somewhere at least. Might be wrong.

It's the reason I myself want as short and concise as possible. Because people (myself included) don't know enough to properly detail it. People can detail as they want in stories instead - after they won - and hopefully be accurate.
 
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A year after the falling of the red star, the nations of the world have sent small colonial expeditions into the great central ocean to a newly discovered island, thought to be hiding the fallen star and whatever wonders it may hold. These colonists and adventurers, cutthroats and treasure hunters, exiles and thrill seekers now land on the beaches and set up small settlements, knowing little of the mysteries and dangers of the untamed lands they are setting out to conquer.

Fallen Star II is a reboot of Fallen Star. As in the first game, the focus is on exploration and expansion, acquiring resources and building up settlements, and balancing protecting against the dangers of the islands with competition with other colonies. It is highly derivative of Dungeons and Dragons/Pathfinder, particularly Pathfinder’s Kingmaker adventure path. It also borrows heavily from EQ’s Botwawki games, and has some of the same feel.

Sign-up sheet will look something like this:

Faction Setup
Colony name:
Mother country name:
Race: Dwarf, Elf, Gnome, Halfling, Human, Orc
Tradition: Barbaric, Imperialistic, Industrial, Magocratic, Mercantile, Militaristic, Necromantic, Theocratic
Leader: class, name
Starting Hero: class, name
Capitol Name:
Starting location on map: An image of where you like would be best.
Backgrounds: Backgrounds for mother country, leader, hero, and whatever else. Not required, but the more you give me the more I can give back.
Sprite type/colour: House 1,2,3,4 - Fort 1,2,3,4 - Flag 1,2,3,4 - colour
hsulymb.png


Highly WIP of the rules.

Details
Spoiler :
Race
There are many stereotypes attributed to the races of the world, and it just so happens some of them are true. While any race is capable of anything, they are slightly better at some things. This choice does not indicate that the colony is only made up of that race, but rather is just the dominant race.

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Dwarf: Short and wide, and with long, bloody racial feuds with orcs, dwarves have gained a reputation of being a race of warriors. While dwarven warriors have earned their reputation, most dwarves are still better describes as hard working, inventive, and good natured. Most dwarven kingdoms have their past deep in mountains, and their affinity with stone and metal working continues to this day.
- extra +5 ore production of mines
Elf: The elves' past is unknown and widely argued, but to most they come across as otherworldly and distant. Elves tend to be isolated and cold towards other races, but those who are friends with an elf can attest that their friendship is one of the strongest bonds that could ever be forged. Elven empires of old were born out of forests, and elves still have an affinity for wood working.
- extra +5 wood production of lumberyards
Gnome: Gnomes are similar to elves in that they seem apart from the rest of mortal races, but they are far from their unsocial cousins. Gnomes share the high spirits of the similarly sized halflings, but also have a reputation of being eccentric, or outright mad, as an entire society.
- lucky, random bonus each turn
Halfling: Halflings are short of stature and generally physically non threatening, but they are known for making up for this with endless enthusiasm and good humour.
- bonus to gold production.
Human: Regarded by the rest of the races as blundering and ignorant, humans do little to convince otherwise. Despite this, they have managed to spread themselves across the world enough to be considered the dominant race of this world, and few Humans won't take the chance to remind any who listen of it.
- bonus to Morale change.
Orc: Most orcs are known as simply savage hordes that are constantly raging against the rest of civilisation. The cousins of these wild orcs are physically similar, but live in much the same way as the rest of civilised races, but are also always having to face their bestial ancestry.
- bonus to combat.

Tradition
Traditions reflect the cultural and policies of the mother country, which the colony also adopts. A tradition is fixed, unless ties to the mother country are cut and the colony becomes independent (this will not be fun, expect a bloody fight and probably economic ruin). Each tradition will change a colony’s starting equipment and bonuses, along with how the mother country will interact with the colony.

Barbaric: colony starts with slaves, extra weapons, and some militia. More slaves are captured in combat, and slaves each generate 1 wood and ore in addition to gold. Medium military skill.
Imperialistic – The colony begins with a larger population, and a larger store of food. Higher immigration rate. Medium military skill.
Industrialistic – The colony begins with larger store of wood and ore, and a camp (to be placed in addition to the starting town, adjacent or one tile away). Production structures produce an extra 10 resources. Low military skill.
Magocratic - The colony begins with a larger store of mana, and some apprentices. Magic users produce double mana, and magic users are more powerful in combat. low military skill.
Mercantile – The colony begins with a larger store of currency and two cargo ships. +10% tax rate, may sell resources at the buy price on the overseas market. Low military skill.
Militaristic – The colony begins with extra weapons, some militia and regulars. Soldiers fight better. High military skill.
Necromancy - The colony begins with undead slaves (slaves that are capable of being used in combat). A portion of killed enemies are turned into undead slaves. Medium military skill.
Theocratic – The colony begins with higher Morale, and a temple. Morale change increased, and temples increase Morale by an extra .1. Population growth increased. Medium military skill.

Leader
Leaders are a hero that is in charge of the colony. If the hero dies or otherwise unavailable, the leader can be changed to another hero. Doing so without reason will result in a heavy Morale loss. Leaders give a bonus to their colonies, depending on their class. The starting leader will also change starting stats.

Bard - +.25 to Morale change. Starting leader - +.5 Morale
Barbarian - +1 gold from slaves. Starting leader - +25 slaves
Cleric - +25% natural growth rate. Starting leader - +50 population
Fighter - +.5 to military skill. Starting leader - 50 militia with spears
Necromancer - bonus to undead slaves’ combat. Starting leader - +25 undead slaves
Ranger - bonus to effectiveness of bows and crossbows - Starting leader - +50 bows
Rogue - +5% tax rate. Starting leader - +500 gold
Wizard - magic users produce +1 mana. Starting leader - +10 apprentices


Heroes
Spoiler :
Heroes are special units that can be used in four ways: as Ministers, Captains, in Events, or sending them on personal quests. In each role they will have a different effect. Ministers affect the colony itself, Captains affect battles, each class of Hero has different ways of affecting Events, and personal quests will allow for quicker xp growth and gaining special items. Heroes level up, to maximum of 10 levels, increasing their performance at each task. Races have no different stat effects on heroes, and are purely for storytelling and events.

Heroes gain xp whenever they are used. Generally, they will gain the most from personal quests, followed by combat (depending on the size and difficulty of the battle), then minister or event activities. When sent on a personal quest, heroes will be unavailable for a number of turns (anywhere from 2~4) while they go about on their own business, before returning with substantially improved xp and whatever goodies they managed to gather on their adventures. Where they go and what they do is out of the player’s control, and may even affect both the player’s or other players’ factions (negatively or positively).

When a hero levels up, they gain stat points equal to the new level to be spent on any viable stat (hp/attack/defence/magic if applicable). Every two levels (lvl2/4/6/8/10) heroes may choose a feat (found from the list below the hero list), either a class specific feat, or a general feat.

Additional heroes may be recruited as you gain prestige and PP (see prestige section below in the Rules for more info).

Hero classes:

Bard
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Base stats: HP: 5 / Attack: 2 / Defense: 2 / Magic: N/A
Weapon/Armour use: swords, spears, light/medium armour
Minister: increases production of all resources by 1% per level.
General: increases military score of company
Events: Bards can best handle situations that require diplomacy or persuasion.

Barbarian
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Base stats: HP: 7 / Attack: 20 / Defense: 3 / Magic: N/A
Weapon/Armour use: all melee weapons, light/medium armour
Minister: reduces food consumption by 1% per level.
General: Can fly into a rage, increasing attack by 10%*lvl, though may damage him/herself and allies.
Event: Events that require shear damage output with no regards for collateral damage are the Barbarian's specialty.

Cleric
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Base stats: HP: 5 / Attack: 2 / Defense: 2 / Magic: 1
Weapon/Armour use: swords, spears, all armour
Minister: increases natural growth by 1% per level.
General: recovers some casualties regardless of win or loss.
Events: Clerics have a great depth of knowledge in regards to Religion and healing.

Fighter
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Base stats: HP: 10 / Attack: 4 / Defense: 5 / Magic: N/A
Weapon/Armour use: all weapons, all armour
Minister: trains (5 per level) military troops to the next rank.
General: Increases the rank of 10*level of friendly troops to veteran during combat, or increases skill of veterans if no lower ranks are available.
Events: Events requiring extreme hardiness or violence are best directed towards the Fighter.

Necromancer
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Base stats: HP: 2 / Attack: 1 / Defense: 1 / Magic: 10
Weapon/Armour use: none
Minister: gain 5*lvl undead slaves every season.
General: Increases the effectiveness of undead slaves in combat.
Events: Necromancers have insight into the nature of death and the powers that cling to it.

Ranger
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Base stats: HP: 6 / Attack: 3 (6 ranged) / Defense: 3 / Magic: N/A
Weapon/Armour use: all weapons, light/medium armour
Minister: gain +5*lvl food and wood per settlement in a forest
General: greatly increase army’s military skill when in forests
Events: Rangers have great knowledge of the wilderness, and the creatures in it.

Rogue
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Base stats: HP: 3 / Attack: 4 / Defense: 2 / Magic: N/A
Weapon/Armour use: swords, crossbows, light armour
Minister: increase tax by 1% per level.
General: directly targets enemy heroes or high danger targets in combat.
Events: Rogues are adept at any situation involving sneaking, stealing or other forms of skullduggery.

Wizard
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Base stats: HP: 2 / Attack: 1 / Defense: 1 / Magic: 15
Weapon/Armour use: none
Minister: +10*lvl mana.
General: Increases the rank of 5*lvl of magic users in army.
Events: Wizards are useful in any situation that requires great analytical intellect or knowledge of the arcane.

Feats
General Feats
Forester - increased attack/defense when in forests
-> Forester II - further increase
Mountaineer - increased attack/defense when in mountains/hills
-> Mountaineer II - further increase
Steppe Roamer - increased attack/defense when in flatlands
-> Steppe Roamer II - further increase
Sea Legs - increased attack/defense when on ships
-> Sea Legs II - further increase
Dungeoneer - increased attack/defense when underground/in ruins
-> Dungeoneer II - further increase
Urban Crawler - increased attack/defense when in settlements
-> Urban Crawler II - further increase
Weapon/Armour Use - allows use of selected weapon/armour. To use heavy armour, must be able to use light and medium
-> Weapon/Armour Proficiency -> doubles the effectiveness of a single weapon/armour type
Bard Feats
Party Favourite - increases attack/defense of fellow heroes when in combat
Ballads of Battle - when minister, increase Morale by .1*military skill
Poems of Prestige - when minster, increase Morale by .1*prestige level
Barbarian
Better Safe - remove damage done to self/allies in combat, in exchange for reducing rage attack power to 8%*lvl
Better Sorry - Increase rage attack power to 12%*lvl in exchange for increased damage to self/allies
Don’t Ask Where - When minister, +1*lvl slaves per turn
Cleric Feats
WIP
Fighter Feats
WIP
Necromancer Feats
WIP
Ranger Feats
WIP
Rogue Feats
WIP
Wizard Feats
WIP




*******************************
Rules
Population and Slaves
Spoiler :
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Your colonists are your main resource, as well as your main means of advancing and improving your settlements and military. Every colonist requires one food a season to survive, or they will die. Colonists begin as Untrained, and can be trained into one of three Paths: Civilian, Military, and Magic-Users, each with three ranks. Civilian ranks are Skilled->Professional->Expert, and are mostly used for building structures and settlements. Military ranks are Militia->Regular->Veteran, and are used to wage war. Magic-user ranks are Apprentice->Adept->Mage, and are used to build some structures, as well as wield magic in combat. Untrained colonists will arrive through immigration, while higher ranks must be trained using structures if Civilian or Magic-Users, or combat if Military. Higher ranks can also be hired from overseas with gold, though it is generally more efficient to train your own colonists.

Slaves can be captured, bought, or sold. They require no food, and will produce one gold a season. Slaves may not be used in combat. You will receive a Morale penalty for having a high slave population compared to your regular population, and risk slave revolts. Necromantic colonies have access to undead slaves, who require no food, produce one gold a season, can be used in combat, and do not have an effect on Morale.


Resources, Seasons and the Map
Spoiler :
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Food, wood, ore, mana and gold are the core resources that your colony needs.
  • Food is consumed every season, and if your colonists don't eat for a season they will die. To produce, you need to construct a farm (if on open terrain or hills), hunting lodge (if in a forest) or fishing docks (if bordering water). The amount of food produced depends on the terrain, the most productive to least productive is: Grassland with river->grassland->plains->forests/hills. Mountains produce no food.
  • Wood is needed for the construction of almost all structures and settlements, as well as some weapons. Wood is available in a limited amount on map tiles that have trees, with forest tiles having a much higher amount of wood than single tree tiles. Lumberyards are needed to gather wood, with more lumberyards gathering more wood. Once the wood supply of a tile is depleted, the forest will be removed, leaving a scarred terrain that allows the construction of farms, though at the same productiveness as hills.
  • Ore is needed for the construction of defensive structures and settlements, as well as for some government structures and weapons. Ore is available in a limited amount on map tiles that have hills or mountains, with mountains containing larger amounts of ore. Mines are needed to gather ore, with more mines gathering more ore. Once a ore supply is depleted, the mines will become useless.
  • Mana has various uses: it can be converted 1:1 with food, wood or ore, or can be used to cast spells. Spells are generally used in combat (more info on mana and spells in combat below in the warfare section), though you are free to experiment as you see fit. Mana is produced by Magic-Users, with Apprentices producing one mana, Adepts producing two mana, and Mages producing three mana. Mana may also be by constructing Syphons on maps tiles that contain Places of Power. Once a Place of Power is drained, it will be removed from the map.
  • Gold is needed for purchasing goods on the market and hiring higher ranked colonists that you may not be able to train. Gold is gathered through taxation, certain structures, selling resources, and looting.

Some map tiles may have Star Remnants, which have various unique properties. Star Remnants are immobile, and have various powerful special effects. Generally, you will need to build a settlement on a tile with a Remnant to gain any bonuses, and if you lose the settlement you will lose the bonus.

One turn is equal to one season, the seasons being the normal spring, summer, fall and winter. Different seasons affect food production, as well as events.
- Spring has normal food production, and a chance of flooding along rivers or landslides near mountains.
- Summer has normal food production. Chance of typhoons.
- Fall has a larger food production from the harvest season.
- Winter has no food production from farms, and armies will suffer from attrition if they stray further than one tile away from settlements. Chance of avalanches in mountains.


Warfare
Spoiler :
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Combat is decided by the stats (hp, attack, defense) of the troops, heroes and equipment dedicated to a battle, modified substantially by terrain, faction morale and faction military skill. The type of terrain will generally decide the effectiveness of defenders, with the best terrain for defending to worst being Mountains, followed Forests/Hills, and lastly Flat Land/Grassland, with amphibious operations being an added difficulty on top of the terrain type.


Equipment - Weapons, Armour
Spoiler :
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While your troops and heroes can try and punch dragons to death, they will fair much better if armed and armoured. Troops and heroes may carry one weapon, and one set of armour.

Blacksmiths allow the construction of:
Spears: Cost 1 wood, 1 ore / Attack: 1 Defense: 0 - Cheap weapons that provide a balance between attack and defense. Gain a bonus against mounted enemies.
A level 2 Blacksmith allows the construction of:
Swords: Cost 5 ore / Attack: 1 Defense: 1 - Weapons that favour a strong defense.
Axes: Cost 5 ore / Attack: 2 Defense: -1 - Weapons that favour a strong attack.
Bows: Cost 2 wood / Attack: 1 Defense: -1 - Fairly cheap ranged weapon, relies on melee-armed troops for defense.
A level 3 Blacksmith allows the construction of Crossbows]/u]: Cost 5 ore / Attack: 3 Defense: -1 - Powerful ranged weapon, relies on melee-armed troops for defense.
A level 4 Blacksmith allows the construction ofMastercraft weapons, which cost double the base cost of a weapon. Mastercraft weapons have one additional Attack point, and may be enchanted (see Magic section below).

Armourers allow the construction of:
Light Armour: Cost 2 ore / Defense: 1 - Cheap and light armour that can be worn by Militia or higher ranked units.
A level 2 Armourer allows the construction of:
Medium Armour: Cost 5 ore / Defense: 2 - Adequately protective armour that can be worn by Regular or higher ranked units.
A Level 3 Armourer allows the construction of:
Heavy Armour: Cost 10 ore / Defense: 3 - Highly protective armour that can be worn by Veteran units.
A Level 4 Armourer allows the construction of Mastercraft armour, which cost double the base cost of a set of armour. Mastercraft armour has one additional defense point, and may be enchanted (see Magic section below).


Magic and Mana
Spoiler :
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Magic-Users generate Mana, which can be used to cast spells, construct some structures, and build special equipment. Mana may also be converted into food, wood or ore on a 1:1 basis.

Spells are used by Magic-Users in combat, and are almost entirely up to the player. During a battle, simply describe how many Magic-Users are using how much Mana to do what. The main areas that spells focus on during combat are improving the stats of your own army - whether through spells that buff attack, defense, or healing - or spells that are aimed at the enemy army - whether that be to directly deal damage, or to debuff the enemy’s attack or defense. How much Mana you use, and how many/how powerful of Magic-Users you use will dictate how powerful the spells are. It is worth noting that to use large amounts of Mana in a spell, it would be best to have more or more powerful Magic-Users present. An Apprentice handling a 100 Mana spell will likely die from overexertion. In general, Magic-Users can handle the following amounts of Mana:
Apprentices - 10 mana
Adept - 20 mana
Mage - 30 mana
Wizard - lvl*50
You can of course use more Mana, though the more you use, the greater risk the spell will fail or malfunction. A few extra mages could mean the difference between razing a city and nuking your own army.

Mana may be used to enchant mastercraft weapons and armour, assuming an Arcane Laboratory is constructed. It costs 10 mana to enchant any weapon or set of armour. An enchanted weapon is given one additional attack point, while enchanted armour is given one addition defense point.

Mana may be used to create potions, assuming an Arcane Laboratory is constructed. Potions are single use items that give anyone who consumes them a spell like bonus. All positions require 5 mana to create, and one individual can only use one potion at a time.
Potion of Strength - Increases attack
Potion of Endurance - Increases defense
Potion of Healing - Increases health


Siege Weapons
Spoiler :
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There are 3 different siege weapons, and each operate slightly differently:
- Scorpio are most effective against soldiers, moderately effective against monsters, and are minimally effective against structures and ships. Require 1 Militia to operate.
- Ballistae are most effective against ships and monsters, but are also moderately effective against soldiers and structures. Require 2 Regulars to operate.
- Catapults are most effective against structures, and are minimally effective against all else. Require 4 Regulars to operate.

Siege weapons are not very mobile, and are very susceptible to being captured if not adequately protected


Seafaring
Spoiler :
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Small boats used for crossing rivers, lakes, and short distances can be built for 20 wood, and can transport 10 passengers. They do not require a shipyard to be built.

Larger ships require the construction of shipyards, and have population costs and requirements similar to structures. Ship combat is mostly dominated by the siege weapons attached to a ship, though soldiers present always helps, and if all else fails, ships can always try to ram each other. Ships have a certain number of 'hardpoints' that can be used to equip siege weapons. Scorpio take 1 hard point, ballistae take 5 hard points, and catapults take 10 hardpoints. Scorpio do not sink ships, but can pick off crew members and soldiers, allowing for easier boarding. Ballistae are very effective against sinking other ships, and are the go-to weapon for naval warfare. Catapults are not particularly effective against other ships, but can bombard cities from relative safety at sea.

Damaged ships may be repaired by paying half the construction cost.

-Cargo Ship: large civilian merchantmen, capable of carrying up to 100 passengers in addition to the main crew. Too slow and ill-armoured for effective combat, these ships are best used for moving population or resources, or as transports for an amphibious attack, and should be escorted by better equipped vessels. Used to maintain connection between settlements over water, and conduct Trade Agreements. Has 5 hard points. Require 25 Trained population to use.
- Patrol Ship: quick, medium armoured combat vessels that are the core military ships, and are perfect for use as escorts, raiding and capturing cargo ships, or making up the bulk of an armada. Has 10 hardpoints. Require 25 Militia to use.
- War ship: Large, heavily armoured and expensive combat ships that are the backbone of an armada that can carry 100. Has 20 hardpoints. Require 25 Regulars to use.


Events and Quests
Spoiler :
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Events are simply the challenges that I'll be throwing at you to deal with throughout the game. They can be comprised of single faction related events such as colonial matters, wildlife or other local issues, or personal events dealing with leaders or heroes. They can also occasionally take the form of events that affect a region of the island, or game-wide events. The handling of events is entirely up to you, though generally the more creative you are with your solutions, the more successful (or at least interesting) your outcomes will be. Dungeons and Monsters will often come with a Heroic, Paragon, or Epic tier ranking to help you gauge how difficult they will be to deal with.

Some events may lead into Quests, essentially a string of events lasting multiple seasons or until some condition is met. Completing a quest will usually result in some material rewards and hero xp, along with colony experience.


Morale, Prestige, Acquisition Power, Masters, and Immigration
Spoiler :
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Morale is how content your colonists are with their government, and changes based on your Morale Change every turn. Morale can be directly raised or lowered through military encounters or events, and Morale Change can be decreased or increased by certain settlements, structures, and policies.

Morale above 5 will increase immigration and military efficiency, while Morale below 5 will decrease immigration and military efficiency. Having Morale below 5 also comes with the chance of violent riots and other ‘bad things’. Each point below 5 increase the chance and severity of the riots and ‘bad things,’ and eventually increasing to full on civil war. At 0 Morale, your faction will cease to exist. Game over.

Colony experience is gained through completing quests, constructing buildings, military encounters, writing stories, and the handling of some events. Once enough colony experience is gained, the colony will gain a prestige level, as well as one Acquisition Point (AP). Each prestige level also increases immigration.

AP can be spent on attracting Masters, Morale, or currency.

Masters are individuals that provide a passive bonus to your colony. When hiring a Minister you may name him/her.

AP Purchases
- Master of Coin - +5% to tax rate
- Master of Food - +5% to overall food production
- Master of Forestry - +5% to overall wood production
- Master of Mines - +5% to overall metal production
- Master of Magic - 5% to overall mana production
- Master of Health - +5% to natural growth
- Master of Immigration - +5% to immigration
- Master of Ceremonies - +.25 Morale Change
- Master of Defense - +.5 defense bonus to all settlements. +.05 Morale rate
- Master of War - +.5 military skill
- 1 Morale
- 1000 currency


The Mother Country and Inter-colonial Relations and Trade
Spoiler :
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While colonies are for the most part are independent of the mother country, free to interact with other colonies and natives as they see fit, the mother countries do place taxes on their colonies. This tax rate is prestige level*1% currency. Events from the mother country will occasionally occur, their specifics depending on your tradition. Mother countries may also, on very rare occasions, go to war with another mother country, in which case colonies may be asked to go to war with each other in their mother countries’ names. In these cases, it is up to you to decide to follow their wishes or not. Angering a mother country too much, or declaring independence, may result in a secession war, with a large force sent over to attempt to pacify you. These wars will be difficult, so carefully consider if being freed from a mother country's nagging is worth the bloodshed. Nations that have won independence will be rid of their mother country tax.

Colonies can sign Trade Agreements (OTAs) with one another, allowing for citizens to move between colonies for private trade. This will provide 20 currency, modified by the number of markets you have constructed. A Trade Agreement requires a either a road or cargo ship connecting the two colonies.

Further diplomacy, trade, border agreements and whatever else are entirely up to you. If you want to draw lines or cooperate is decided by you. It is worth noting that If you wish to trade, you'll need some method of transporting the materials.


Structure and settlement list still under construction.
 
Okay, so if I won't have a xenophobic Elven magocracy in Zapp's game, then by hell I'm going to have one in Fallen Star 2!
 
I am already planning to join, if permitted, as a goblin colony, for I enjoyed Fallen Star 1 and would hence like to try a goblin power for 2. :D

elven genocide when

If only I was going to play a necromancer colony again; I would be able to purchase the corpses...

Though Kaja Ljunggren may of course pose a... challenge, if she was in Fallen Star 2.

Say Dec... how much will be rebooted lore wise?
 
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