Botwawki 2.6

Towns and Structures

The civilizations of the wasteland begin by uniting a variety of small towns and outposts. They usually begin as fortified positions or tribal communities but ultimately evolve into a part of a much larger nation. There's always the chance settlers will be hit by raiders or other evil creatures on the way to their new home, so make sure they have weapons. New settlements can be built based on prices in the below post. You must have a total population of over 500 per settlement to establish a new town.

Towns are typically developed through the construction of various structures that can be used to improve them. These structures come in all types and sizes, used to help create new potential and production for your faction. Structure costs change based on your factions education and the purpose they serve. Some structures are required for unlocking more advanced weapons and equipment. Others can be used to increase the defensibility of your community. See the below post for the list of available structures for construction.

Population and Race

Your population is all the people that you have available to you. Your population can be used in combat and exploration, but not as effectively as actual trained soldiers. Due to the expense of soldiers, however, you may find that a well-armed militia is essential to the security of the faction. If your town comes under attack your population will immediately grab any weapons you have in stock to defend themselves against the aggressors. There are no immigrants and the only way to increase population is by either finding lost refugees in the wreckage of the world, annexing new communities, or waiting for the slow and steady growth of population from “natural causes.”

Your faction’s race will begin by being only Human, Elf, or Dwarf. Humans are notorious breeders and reproduce more quickly than elves or dwarves, but have no other advantages. Elves on the other hand have the slowest birthrate, but their entire population contributes to magicka production, and not just mages. Dwarves are between the two in birthrate, but are much more durable in combat situations, making their Population almost as effective as other races’ trained soldiers in battle.

The race list is subject to change over time, as due to the high level of magic present in the world, various races or communities could undergo transformations, willingly or unwillingly. You can even develop spells yourself to ultimately change your people to a new race. These new races will have advantages and disadvantages based on exactly what kind of race they are.
 
The race list is subject to change over time, as due to the high level of magic present in the world, various races or communities could undergo transformations, willingly or unwillingly. You can even develop spells yourself to ultimately change your people to a new race. These new races will have advantages and disadvantages based on exactly what kind of race they are.
That is the most promising paragraph. :)
 
I'm a tad late to the announcement (monitor issue finally fixed).

This was one of the few games where I could play microeconomist and market-it-up. When I was doing all the work on the graphs, I remember thinking to myself "Jesus how does he deal with all these settlements!".

This was a pretty cool game mechanically and setting wise.

The market would remain the same too.

Yaaaaaaay. Although, the Prohibition game with the market system would've been badass too.
 
The race list is subject to change over time, as due to the high level of magic present in the world, various races or communities could undergo transformations, willingly or unwillingly. You can even develop spells yourself to ultimately change your people to a new race. These new races will have advantages and disadvantages based on exactly what kind of race they are.

Fire off a revenge Curse as you are killed off.
 
The twist of the game is that EQ is actually using the FATAL system as a base.
 
Faction setup and ruleset have been developed and finalized. Expect the full thread tonight. Here's the last sampler of what is to come in the form of the finalized rules.

Spoiler :

End of the Beginning of the End​

Introduction​

Introducing the world of Gensin. In happier times, the world was beautiful and lush, and few who lived there lacked for anything the earth could provide. Elves, dwarves, and humans lived side by side, while occasionally clashing with each other and powerful beasts that would dwell beneath the ground. War was not uncommon, but more often than not, good would triumph over evil, and the demons, orcs, and other fel creatures that threatened the peace would be contained or destroyed. In time, the great threats vanished and the heroes who slayed them faded into legend, and the world grew up. Civilization replaced the frontier and wilderness, and there is no place for barbaric heroes in civilized society.

A magical and technological revolution erupted as people were given the luxury of time to invent and create. Trade and wealth flourished, and human society swelled in size and strength. The towns and kingdoms of the old times evolved into nations, which turned into empires. The human population went from tens of thousands to hundreds of thousands to millions to billions. The world became more and more crowded as new technologies and magic provided unheard of luxuries for all of the people. Dwarves and elves hid in their own dwindling homes and hideaways, attempting to escape the march of human industry and development. Most were wiped out, and over the years dwarves and elves turned into myth, a status that kept them alive.

The human realms, with no one else to fight, turned upon each other, and a prolonged conflict emerged as the most powerful empires battled each other through proxy wars and lesser battles. There were larger wars, as fronts surged back and forth, but never once was one human empire able to gain power over the others. A general conflict was avoided, until it eventually could not be, and all of the great powers broke out into one final war for dominance, and the gloves were off. New and powerful magic was used by the contenders, and as millions of mages used their powers for warfare, the world itself was torn apart, and billions died.

Within an instant, or perhaps over an eternity, someone or something put back together what had been sundered. Most of the world had been destroyed, but there was enough left for this mysterious force to assemble one ad hoc continent out of the wreckage. The world is literally a smaller place, created out of the scrap parts of the old one, as time and physical space were both devastated in the wars. The survivors of the conflict and reconstruction, pitifully few in number have found that the world is new and settling. Wild magic thrashes its way across the land and long dead creatures and races have emerged to pose a threat to the survivors. It is up to the few people who lived through the wars to help forge new civilization and peace in a suddenly wild land.

Faction Set-up​

Faction Name:
Leader Name:
Leader Background: Choose one from Politician, Mage, Warrior, Adventurer, Engineer, Gambler, or Merchant
Starting Location: Select a zone from the map (a list of zones provided in below post), or pinpoint your location yourself
Leader Background: optional, story based
Origins: Choose one from Warriors, Townspeople, Merchants, Mage Veterans, Elves, or Dwarves
Traits: Choose one from Commercial, Innovative, Militaristic, Industrious, Agrarian, or Adventurous
Capital Type: Choose one from Dwarf Fortress, Elven Enclave, Town, Fort, Mage Tower, Camp, or Dungeon
Background: Optional, story based, a good and interesting background could lead to starting bonuses

Spoiler :

Leader Background

Leader Backgrounds are what establish what types of benefits that your leader brings to their faction. When your leader dies, the following leader will have a background of their own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or not at all.

Politician: Population growth is increased. Bonus towards annexing NPC towns of your same race.
Mage: Generates Magicka each turn, Magicka generation of all mages in your society is doubled
Warrior: All soldiers fight better, particularly in melee combat.
Adventurer: Increases the likelihood of finding good stuff when your leader goes with a scavenging or exploration party
Engineer: Skilled with mechanics and equipment, and reduces the time it takes to research new equipment and non-magical devices
Gambler: Helps a little bit with everything.
Merchant: Prices on the open market are half as much when purchasing, you cannot resell something you buy the same turn

Origins

The Origins section of creating your faction revolves around the type of people that survived the mage wars and now serve as the foundation of your society. This will never change, and determines which of the three starting races you begin as. They should be fairly self-explanatory.

Warriors: A group of regular soldiers who survived the war, barely, despite the masses of magic hurled at them. They possess more weapons at the start, and have dedicated soldiers to begin with. They lack any magic or farming abilities to begin with.

Townspeople: Regular townsfolk who somehow managed to be spared the devastation. They are good farmers and miners and have more starting resources than any others, but no magic and limited military equipment.

Merchants: Even wizards occasionally needed to buy things, even during the Mage Wars. A number of merchant families survived, only to find they were the only ones left. They have plenty of gold and some resources to start, but few weapons and no real skill at farming.

Mage Veterans: A group of magical survivors of the war, active participants in fact. They have a hard time recruiting new people due to a dislike for mages because of the war. On the other hand, they start with a goodly amount of magic users.

Elves: The forest-folk, or elves, were believed to be mostly extinct before the fighting, but found themselves as victims of the mages in their lust for power and immortality. Very few survived the war, making any elf settlement a small one. Despite the small population, they typically start with a moderate amount of resources, and skilled mages.

Dwarves: These underground diggers and miners were initially sheltered from the war due to their elusive strongholds and defenses. Eventually as the world was shattered and stricken by the conflict, they were thrown out of their homes and slaughtered. Still, a dwarf community possesses both a large number of weapons and resources.

Faction Traits

Choose this trait wisely. Unlike leader traits, this will NEVER change under any circumstances and are the very basis of your nation. If you would like something not seen here, bring it up in the thread, and I'll determine whether or not it's a valid trait.

Commercial: Building ships are half cost, towns produce double Gold from trade
Innovative: All structures besides new towns cost half as much
Militaristic: Soldiers fight better in all battles
Industrious: Towns produce double Ore and Lumber
Agrarian: Towns produce double Food and Water, animals do not require food and water
Adventurous: Better results while salvaging, heroes are more likely to emerge

Settlement Types

Your starting community will be the place your nation is born from. While you may start as a humble settlement, the type of place you choose to begin from will indubitably shape the sort of nation you create. Unlike BOTWAWKI, there is no limitation on pairing Origins with Communities in faction creation. So yes, dwarves and elves can start anywhere humans can, and vice versa. Because I describe the details of outposts and settlements further below, this section will only discuss things related to the benefits and less desirable results of starting in each location.

Dwarf Fortress: An underground community built by the dwarves, which is able to be easily defended against attack, and hard to detect. It has bonuses towards mining, but is at a disadvantage when it comes to farming.

Elven Enclave: Elf magics had long concealed their towns and communities from human eyes. Stereotypically these are in wooded areas, but really they could be hidden anywhere, even in ruins. Enclaves are good for magic generation and concealment, but they lose their effectiveness the larger the population.

Town: Human villages and towns exist plentifully throughout the world. They are well suited for farming and agriculture, acting as the breadbasket for any young faction, but are the most difficult to defend.

Fort: These are traditional military outposts that used to mark the borders between nations. They are well situated and easily defended against attack. They have advantages towards both defense and resource collection, but are not particularly suitable places for the study of magic.

Mage Tower: These old towers were used by the most powerful mages during the Mage Wars. Most people give these places a wide berth, due to the notorious reputation and usual curses placed upon them. Immigration will be decreased, but mages will find their magicka generation increased and no raider attacks will be launched upon this sort of settlement, ever.

Camp: During the wars, some of the most successful refugees simply hid in makeshift tent towns throughout remote areas. With the end of the conflict, they now seek to find a new land to settle in. Camps are not good at resource production, but unlikely starting areas, they can move the whole faction to a new location each turn.

Dungeon: Dungeons used to be places that adventurers sought out fame and fortune, usually crawling with monsters. When the world outside went mad, even ordinary people realized that risking neck and limb with traditional monsters was less crazy than staying outside. This is a former lair of some evil that has been converted to a home for refugees. Good for both mining and magicka production, but not particularly great for anything else.


Sample Standard Game Stats​

Spoiler :

Magic Union: Polyblank
Leader: Commissioner Mark Jobs (Engineer)
Race: Human
Faction Trait: Militaristic
Capital: Ynabla (Town)
Structures: Farming Equipment, University, Fortifications (2), Lumber Mill, Lookout Tower, Well
Population: 1,580
Education: Advanced
Gold: 130
Food: 1,240 (+1,300)
Water: 1,540 (+1,150)
Lumber: 5,300 (+400)
Ore: 1,300 (+200)
Magicka: 10 (+5)
Weapons: 140 Swords, 120 Crossbows, 25 Longbows, 10 Muskets
Animals and Transports: 30 Horses
Soldiers: 20 Footmen, 30 Archers, 5 Mages, Thomas Berubeg (Level 3 Mage)
Outposts:
Spoiler :

Notgnilra (Town): +550 Food, +500 Water, +200 Ore
-Structures: Fortifications (3), Well, Farming Equipment, Mine
-Arsenal: 130 Swords, 120 Crossbows, 10 Longbows, 10 Muskets
Rubesae (Town): +200 Food, +150 Water
-Structures: Fortifications (3), Well, Farming Equipment
-Arsenal: 130 Swords, 120 Crossbows, 5 Longbows, 5 Muskets



The Rules​
Spoiler :

Towns and Structures

The civilizations of the wasteland begin by uniting a variety of small towns and outposts. They usually begin as fortified positions or tribal communities but ultimately evolve into a part of a much larger nation. There's always the chance settlers will be hit by raiders or other evil creatures on the way to their new home, so make sure they have weapons. New settlements can be built based on prices in the below post. You must have a total population of over 500 per settlement to establish a new town.

Towns are typically developed through the construction of various structures that can be used to improve them. These structures come in all types and sizes, used to help create new potential and production for your faction. Structure costs change based on your factions education and the purpose they serve. Some structures are required for unlocking more advanced weapons and equipment. Others can be used to increase the defensibility of your community. See the below post for the list of available structures for construction.

Population and Race

Your population is all the people that you have available to you. Your population can be used in combat and exploration, but not as effectively as actual trained soldiers. Due to the expense of soldiers, however, you may find that a well-armed militia is essential to the security of the faction. If your town comes under attack your population will immediately grab any weapons you have in stock to defend themselves against the aggressors. There are no immigrants and the only way to increase population is by either finding lost refugees in the wreckage of the world, annexing new communities, or waiting for the slow and steady growth of population from “natural causes.”

Your faction’s race will begin by being only Human, Elf, or Dwarf. Humans are notorious breeders and reproduce more quickly than elves or dwarves, but have no other advantages. Elves on the other hand have the slowest birthrate, but their entire population contributes to magicka production, and not just mages. Dwarves are between the two in birthrate, but are much more durable in combat situations, making their Population almost as effective as other races’ trained soldiers in battle.

The race list is subject to change over time, as due to the high level of magic present in the world, various races or communities could undergo transformations, willingly or unwillingly. You can even develop spells yourself to ultimately change your people to a new race. These new races will have advantages and disadvantages based on exactly what kind of race they are.

Education

The Education rating of your population represents the base that your intellectuals have when it comes to scholarly endeavors. This is created so that we have an accurate descriptor which can define what sort of projects your faction can create or work on. Education can be changed through construction of various buildings. The levels of Education are as follows:

Basic Education: This represents a society which has only the simplest and essential learning for the people. This is includes no sophisticated theories or advanced development.

General Education: This represents an educational system moderately similar to what we have in real life. While your population is likely to be literate and have a good knowledge of history, it does not have the base for advanced buildings and weapons.

Advanced Education: This represents a working knowledge of pre-war technology and theoretical research. This is the most developed form of an educational system for your people, and represents higher degrees of learning.

Gold

Gold is the de facto currency of the new markets that have begun to exist since the end of the world. No sooner than was the world put back together, merchants began travelling the wreckage of the roads and ruins to make a profit. With each update, an open market exists whereupon you can sell or buy any resources. Gold is also used to train Soldiers, alongside weapons and ore for armor. If you are extremely lucky, you may be able to find a literal gold mine somewhere, allowing you to produce gold from scratch, rather than just from selling other assets on the market.

Resources

Food and Water are the most important resources out there, period. Good food and purified water are essential to the literal survival of not just the faction, but the very species. Each person and animal that you have in your faction will require 1 Food and 1 Water every year. If they do not receive it, they will die, with animals dying before humans. The shortfall is taken out at the end of each update. If you are desperately short, Gold will be used automatically to buy any Food and Water needed on the marketplace.

Lumber is the most basic and plentiful of resources. It can be easily harvested assuming that you have forests nearby your settlements. However, you will have to order population to do so, unless you have a Lumber Mill constructed, which allows the automatic collection of Lumber each turn. Lumber can also be collected from the plentiful ruins of the old world in areas surrounding you, regardless of whether or not forests are present.

Ore represents any metals used in construction or the creation of weapons. Ore can be collected from two different sources. The most obvious source is the creation of mines to dig into the earth for anything of value. If you are in terrain that does not allow for profitable mines (be sure to check the zones post about the area you want to dig in!) you can instead occasionally find ores in the ruins of old cities. Old chunks of metal are just as good as ones dug out of the earth when it’s all melted down.

Magic

Magic was the cause of the destruction of the world at the hands of the old human civilizations. It is still an immensely powerful tool, and the world is full of more magic now than it ever was in the past. The recreation of the world by the powers that chose to save it has flooded the entirety of Gensin with raw magic. You can cast any spell that you can imagine for any purpose that you imagine. The more powerful the spell, the more Magicka it will cost you. Magicka is the base unit of any magic used, and mages will expend it automatically when you use them in battle. At the same time, Magicka is generated by the number of mages you have, or if you’re elvish, the total population you have. Remember, magic destroyed the world once, and usually it comes at a price. The only limitation is your imagination and the amount of magicka you can accumulate.

Warfare, Weapons, Animals, and Soldiers

War in the wreckage of the old world is strictly medieval in style and conflict. Fortified settlements must be besieged and captured, while field battles will be rare at best. Due to the wild hostility of the environment, it’s always best to assume you are moving in hostile territory, even when just patrolling around your home. Population can be used in a pinch as combatants, but trained Soldiers will always be more effective. Training soldiers can be expensive, however, as they require not only a weapon (or weapons) that you will permanently lose from the armory, but also Gold for training, and Ore for armor when needed.

Weapons come in a number of shapes and sizes, and are useful for various purposes. I would hope the purpose and use of most of the weapons will be obvious to you as you read through, learning more about what they can do. Unique and powerful weapons can be found in the ruins of the old society if you are lucky, helping create a more powerful force. Not all weapons can be turned into soldiers, and must still be used by population. Specifically siege weapons and vehicles will require Population for use, rather than trained soldiers.

Animals and vehicles are present throughout the world in all types. Animals can be used in the training particularly advanced Soldier types, as cavalry can be highly effective in open territories. Horses are not the only types of animals out there, and animals must be caught and found, but if you have enough they will produce more for the future. Vehicles can include boats and anything else that uses mechanisms to move. Considering the advancement of magic and technology in the world before the collapse of everything, boats may not be the only mechanical (or magical) vehicles you encounter.

Heroes are special Soldiers that emerge when you have accomplished something against nearly insurmountable odds. Examples would be surviving an attack that you could have fallen against, raiding a particularly large dungeon, or otherwise winning a battle that the odds said you should have failed. They emerge only under exceptional conditions and are essentially superpowered versions of the soldier type they are created from. With each successive victory they will grow increasingly powerful, until eventually the most powerful ones could be an army all by themselves.

Exploration and Adventures

As mentioned above a large amount of your time and energy outside of the home front would be best focused on sifting through the ruins of society and exploring the rearranged world. With scouting parties you can locate promising ruins or locations which could work well as an outpost or community. You can find nice bits of salvage and old-world gems, including hidden special projects that you could bring to life. My recommendation is that you have at least one scouting party heading out somewhere every turn. Of course, there's always the small chance that they'll get hit by raiders or other factions, so make sure to give them some firepower to help them out. To Explore to Scavenge simply say in orders "Send __ people with ____ weapons to Explore and/or Scavenge in _____ spot.”

Another alternative, if you have been fortunate enough to gain a hero, you can send them out on adventures. You will lose them from your stats for a year, and you may not get them back. On the other hand, if they return to you, they will typically be more powerful than ever, bringing back word of the larger world and even weapons or devices of new power. Adventures can be highly lucrative, but the hero may wander off to other civilizations or die in the field. The higher level the hero, the greater the risks and the more extravagant the rewards. If you are in desperate need of something specific, you can send out the hero looking for it, and he has a higher chance of finding it than regular expeditions may.


The World of Gensin​

Gensin was literally shattered by the war, and only a few pieces of it were used to put everything back together, shabbily. The map below is arranged into numbered zones and a list is provided below of the zones and the associated information. Use the numbers for reference when doing orders, but I will allow the first player to explore the zone to name it. I reserve the right override any particularly stupid or offensive names. You will not be aware of your starting zone type around your immediate start until you do local exploration. The zones represent the different “patches” of the old world that were transplanted to the new one. Within the zone there can be existing dungeons or ruins for further in-depth exploration.
 
Spoiler :
Faction Name: The Starborn Walkers
Leader Name: Captain Aelfwine
Leader Background: Adventurer
Starting Location: Select a zone from the map (a list of zones provided in below post), or pinpoint your location yourself
Leader Background:

Captain Aelfwine was a promising young Imperial mage, a product of the slums of the purple city, who, with a bit of luck, grit, and charisma, managed to win a scholarship to the Imperial Academy. There, despite his low birth, he managed to find a group of plucky friends, and made a number of wealthy and powerful enemies. Though he graduated with honors from the Academy, it was these enemies that ensured he was assigned to a frontier battalion, the Starborn, and so was removed as a threat from the Imperial Court, where he might have risen very high.

Aelfwine served with distinction, rising to command the legion in such campaigns as the wars against the Fire-Men of Urgath, the Mad Puppet-Kings, and, finally, the North-volk of Hundergarth. As the world was ripped apart, he spearheaded the cease-fire with the North-volk, and managed to earn both the respect of the North-volk and the adulation of the people of Norton, the city which had been contested by the two armies, by leading them all into the Barrow of the Masked-Kings.
As the world outside was remade, he was acclaimed by his own subordinates, the Snow-Walkers, and the People of Norton as their leader in this new world.

Origins: Mage Veterans

Traits: Agrarian

Capital Type: Dungeon

Background:

As the burning diaphanous filaments that represented the of the end of all things ripped through the very fabric of the world, the mage wars ground to a shuddering stop. The Imperial Starborn Legion were facing off against an army of the Snow Walkers of Hundergarth, Mages who cloacked themselves in winter, when the sky ripped itself apart. The two armies, though initially convinced that the other had used some powerful curse, quickly came to the realization that something worse was happening. The Mages of the armies holding back the unmaking as much as they could, the armies worked together to evacuate the small city over which both had been fighting. Norton, a regional academy town of the Empire, went from being a strategic imperative to a liability, and Scholars, Farmers, Soldiers, and Mages alike formed a procession, shrouded by a crackling dome of protective energy, towards the Barrow of the Masked-Kings, which loomed in a mountain high above the city. In the dark stone passageways and palatial throne rooms, they weathered the hellish storms of magic. Finally, everything grew quiet, and, carefully cracking open the Barrow’s Doors, they saw a world outside entirely unlike the one they had known. Realizing that they would have to stick together to survive, the newly formed Starborn Walkers elected one of their own as leader.


Tommy jumps a gun.
 
I lied, one more sampler, the weapons and units.

Spoiler :

Weapons, Soldiers, and Structures of Ginsen​

These are the various weapons which can be salvaged or built by all factions, found throughout the world.

Standard Weapons
Spoiler :

Clubs: These are basic simple weapons best used by the simplest folk, and are useful for militias that need weapons in a hurry. You can create these by spending 1 Lumber for 1 Club.

Swords: Significantly better melee weapons than clubs, and are used by most soldiers for close quarters combat. You can create these by spending 5 Ore for 1 Sword. Requires a Forge to build.

Spears: These are simple but deadly weapons most effective on the defense and against cavalry. They can be used effectively by untrained Population. You can create these by spending 3 Ore and 3 Lumber for 1 Spear. Requires a Forge to build.

Crossbows: These are sophisticated pieces of equipment, but can be used by normal Population more effectively than longbows. You can create these by spending 3 Ore and 1 Lumber for 1 Spear. Requires Forge to Build.

Longbows: These are what you may think of when you think of a “bow and arrow.” Population does not use them as well as trained Archers, but they have a much higher rate of fire and accuracy than crossbow, plus they do not require ore or a Forge to make. Costs 5 Lumber for 1 Longbow.

Muskets: These are smoothbore weapons that pack a lot more of a punch than longbows or crossbows at close range. They can shatter armor and do significantly more damage, but at a higher cost. Costs 10 Ore for 1 Musket. Requires a Gunsmith to produce.

Siege Weapons: These are things like catapults and trebuchets, relics of a more barbaric age. They can bring down all but the toughest walls, and in theory could be used to inefficiently respond to more advanced ranged equipment. Costs 20 Ore and 30 Lumber to build 1 Siege Weapon. Requires Workshop to produce.


Rare Weapons
Spoiler :

Cannon: These are modern artillery pieces in their purest form. They use advanced direct fire to bring down walls with astonishing power and accuracy. Costs 50 Ore to build 1 Cannon. Requires Advanced Education, a Gunsmith, and a Workshop.

Rifles: These combine the power of a musket with the accuracy of a longbow. They are deadly and efficient people killers. Unfortunately they are also very expensive. Costs 20 Ore for 1 Rifle. Requires Advanced Education, a Gunsmith, and Workshop.


Soldiers
Spoiler :

Footman: A skilled armored infantryman at close-quarters combat. Requires a Sword or Spear, 50 Gold, and 10 Ore.

Archer: A skilled bowman who rains down death from afar with terrifying accuracy, while able to defend himself at close quarters. Requires a Sword, Longbow, and 100 Gold.

Skirmisher: A light cavalryman that wears little armor, but is good at scouting and skirmishing. Requires a ridable animal, a Spear, a Longbow, and 200 Gold

Knight: A heavy cavalryman that wears a full plate suit of armor, and dominates anyone on the field in front of him in the open. Requires a rideable animal, a Sword, 20 Ore, and 300 Gold.

Musketman: A soldier skilled in the use of gunpowder weapons. Can use gunpowder as ad hoc grenades in a pinch. Requires a Musket, a Sword, and 200 Gold.

Mage: A standard caster of spells and warrior of the arcane. Generates Magicka for use by the faction. Requires at least General Education and 300 Gold.


Animals and Vehicles
Obviously animals cannot be created as other weapons and devices. They emerge naturally when you have enough to make a suitable herd. Horses are not the only rideable creatures that exist in the world, and you are free to try to tame any animal you read about in various zone explorations that sounds like you could ride them. I do mean any animal.

Spoiler :

Longboat: These ancient boats are going to require at least 20 people each to move them swiftly along by oars. They are not suited for long periods of time over open water. They can carry up to 50 Population. These can be built for 250 Lumber.

Carrack: These are larger vessels that carry a good number of people and travel using the wind for propulsion. They can carry up to 100 Population. These can be built for 750 Lumber.

Galleon: These are large trading ships that use wind for propulsion and can travel across any body of water, even around the world if you wanted them to. These can carry up to 200 Population. These can be built for 1,500 Lumber

Horse: A standard beast of burden that can carry one traveler. They are by far the most common rideable creature that could be used for cavalry. They are fast but not particularly durable in combat unless armored for a Knight.


Unique Weapons

The weapons and vehicles below are most likely only found once or twice and will rarely be seen again. For the sake of simplicity, I’ve used traditional weapon names for these and have solely provided the consumption of ammunition they will use. In some cases, these units may use special types of supplies.

None have been revealed as of yet.

Important Structures

The following are key structures which are used to expand the capabilities of your faction, in order to secure your safety and prosperity. All buildings are listed in the settlement's stats in which they are built. This is by no means an all inclusive list, and feel free to think of anything else that may have been missed here. Another note is that farms are not included here (beyond hydroponics), and this is because I'm assuming that there be some sort of farms anyways. Please read the descriptions thoroughly as some structures require a geographic trait. Furthermore, as it is clarified here, your educational level makes a difference on the prices for various things. A detailed summary of this is above under the Education rules.

Spoiler :

New Town: This is the construction of a new settlement of different types, each with their own advantages/disadvantages, as discussed above in the ruleset. New settlements cost varying amounts depending on how/where you build them. A typical new town will cost 10,000 Lumber to construct, with the cost varying on the terrain or area you build it within. Consult with the moderator before deciding to build a settlement.

School: The construction of a school provides a place for the young to be educated and old ways of life to be slowly restored. The construction of a school immediately establishes a system of General Education for your people, allowing the creation of written records and the end of Basic Education. Build this to establish a higher level of learning.
Basic Education: 1,500 Gold, 1,500 Lumber

College: The construction of an institute allows the development of even higher levels of learning and research. Requires General Education to build.
General Education: 2,500 Gold, 2,500 Lumber

Forge: This simple technology is still essential, allowing for the working of Ore into low-tech melee weapons, such as swords and other medieval style weaponry.
Basic Education: 250 Ore, 250 Lumber
General Education: 200 Ore, 200 Lumber
Advanced Education: 150 Ore, 150 Lumber

Lookout Tower: Spotting towers are possibly more important than a stout wall. They allow you to see enemies coming and prepare an appropriate defense. These are not strictly needed, but they will deny enemies the element of surprise.
Basic Education: 500 Lumber
General Education: 400 Lumber
Advanced Education: 300 Lumber

Well: This structure is the basis for recovering water to help your faction. It’s essentially just a developed hole in the ground. It does take some materials to help shore up the sides and to dig deeper.
Basic Education: 200 Ore, 400 Lumber
General Education: 150 Ore, 300 Lumber
Advanced Education: 100 Ore, 200 Lumber

Farming Equipment: These are any facilities and equipment used for improving agriculture. Assuming your area is suitable for farming in the first place, this will improve the output you provide.
Basic Education: 250 Ore, 250 Lumber
General Education: 200 Ore, 200 Lumber
Advanced Education: 150 Ore, 150 Lumber

Mine: Assuming you are in territory that allows for mining, building mines allows you to dig up ores from deep within the earth, lumber is needed to create this building.
Basic Education: 900 Lumber
General Education: 700 Lumber
Advanced Education: 500 Lumber

Lumber Mill: A building essential for the consistent production of lumber without having to send out teams each turn to harvest wood from the countryside. Sophisticated equipment is needed for the materials needed here, requiring Ores.
Basic Education: 300 Ore, 600 Lumber
General Education: 200 Ore, 500 Lumber
Advanced Education: 100 Ore, 400 Lumber

Gunsmith: This facility allows the creation of any firearms. A Forge is required to build a Gunsmith.
Oral Education: 700 Ore, 700 Lumber
General Education: 600 Ore, 600 Lumber
Advanced Education: 500 Ore, 500 Lumber

Fortifications: Fortifications are any sort of purpose-built defensive works that protect the settlement in question. Ten levels of fortification can be built at any particular settlement or outpost. If your settlement has no fortifications, I assume the town is effectively without barriers or protection beyond the militia. This could include, but is not limited to: walls, parapets, and interior strongholds.
All Educations: 500 Lumber OR Ore, in any combination of the two resources

Workshop: A facility required for building of advanced equipment and weapons for production and distribution.
Oral Education: Cannot Build
General Education: 1,000 Ore, 4,000 Lumber
Advanced Education: 800 Ore, 3,000 Lumber

 
There are still a couple relics of the BOTWAWKI rules in there: The Special weapons still use Ammunition, and the description of the college calls it an institute.
 
BOOOOOOOOOO!!!!! :p

I never got to use my Ultimate Weather Control Stations! I was so looking forward to those :satan:
 
Eh, weather stations aren't too bad compared to what I had assumed they were: Radio Beacons meant to amplify and send the Minorne Signal across the entirety of Florida to create a ready made controllable super-army for the Enclave.
 
Minorne was a separate experiment. Had she still been powerful at the time of my arrival, I had the codes to shut her down permanently, but we all assumed she had been destroyed so I never bothered heading that way. The X-17 was going to be great against the Brasilians though; call up a hurricane as they approached their landing zones, use tornadoes to wipe out any forces that set foot on land, use lightening strikes to take out command positions, floods to destroy those who stood against me.


Fun times

EDIT:

Eh I never got to use my newly acquired bombers or fighters. The GRD was just getting started. Will the game in December or January only be around Florida? No GRD?

The new game is going to be the fantasy version of BOTWAWKI, so its a new area, not Florida.
 
Dune Means the BOTWAWKI 2.6 2 that's happening after Fallout 4... Which I believe EQ said would be the Entire East coast.
 
For clarification the new game coming is fantasy BOTWAWKI, to act as one we will play until it is clear what lore developments Fallout 4 brings. Dependent on how things look at the time, we will then begin a sequel to BOTWAWKI taking place across all of North America using the learned lore from Fallout 4 + the new nations that formed in this game. The sequel to this NES will come after the fantasy one.
 
I know, I know, the game is long dead. However, it was a game that I had tons of fun with and that kept me captivated even after its departure.

In fact, it had captivated me so much that I decided to write a full codex/army rule set for the Transmississippian Confederation using the Warhammer 40k 7th edition rulebook.

Now, even if you're not familiar with WH40k game mechanics, I believe it may be a fun read for you, since this codex actually includes tons of fluff, a.k.a. background. If rules and numbers bore you, just read everything in italics.

And if you're a WH40k junkie, then take this codex and do whatever you want with it (except selling it or claiming your authorship).

Read/download here: Codex: Transmississippian Confederation
Either way, let me know what you think of it. I'm particularly curious what EQ has to say about it as the demiurge.
 
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