Designing a New Organization
Type
The first thing you have to decide is what type of organization you want to play. Each one is unique. An organization’s type determines its function, methods, and its main path to power. Your organization type will also give you a free Technique to start with, and can be used without having researched the appropriate Innovation. Further, your type will affect what kinds of specialties a PO can choose.
Any organization should be classified as one of the types given in the following table:
Organization Type---------Bonus Technique
Business--------------------Survey Market
Community------------------Any one other org type’s bonus technique
Criminal---------------------Sticky Fingers
Magic Tradition--------------Spellcasting Level 1
Military----------------------Raid
Noble House-----------------Diplomacy
Religion----------------------Proselytize
Organization Type------------Key Ability
Business-----------------------Highest Score
Community---------------------Culture
Criminal------------------------Underworld
Magic Tradition-----------------Magic
Military-------------------------Combat
Noble House--------------------Leadership
Religion-------------------------Faith
Specialties
Each organization gets to choose Specialties. A specialty is a particular Innovation tree in which progress is faster than normal, specifically all RP spent on a Specialty Innovation tree counts as twice the normal amount. To be able to select a Specialty your organization type must be listed as one of the types next to each Innovation Tree in the Specialties List below. Any tree that your type is not listed as being able to specialize in is called a Cross-Specialty. Any number of Cross-Specialties can be chosen dependent on how many Specialties are given up, in a 2:1 ratio. Each PO gets a number of Specialties equal to the modifier of its Key Ability Score divided by its Organization Scale. Once selected Specialties cannot be changed unless the Key modifier changes, and the amount of Specialties that can be changed can only be the amount the modifier has changed by. A Key Ability is the Ability Score on which an Organization could not exist without. This is different for each organization detailed on the list below:
Organization Type-----------------Key Ability
Business--------------------------Highest Score
Community------------------------Culture
Criminal---------------------------Underworld
Magic Tradition--------------------Magic
Military----------------------------Combat
Noble House-----------------------Leadership
Religion----------------------------Faith
Example: An organization called the The Hands of Laroth upon organization creation has chosen its type to be a Magic Tradition. As such, a Magic Tradition can specialize in the Alchemy, Ceremony, and Thaumaturgy trees. Let’s say this org’s Key Ability Score is 16, yielding a +3 modifier. That means The Hands of Laroth could choose to specialize in all of its Specialties. However, this organization wants to depart from the stereotypical mage guild and wants to be able to manipulate people and other organizations from behind the scenes so it chooses to give up two Specialty slots for a Cross-Specialty in Villainy. This leaves one Specialty slot left. The Hands of Laroth choose Thaumaturgy. All research points the organization spends in these Innovation Trees counts as double.
Innovation Trees
Alchemy - This tree is all about learning new uses for chemicals and herbs, for making items magical, and for creating your own special substances.
Ceremony - Expect to learn how to use rituals, both magical and non-magical. Ceremony is an important aspect of celebrating important moments. It's useful for strengthening the bonds of the members within an organization, and for empowering spells with the power of ritual.
Commerce - This one is all about getting more bang for your buck, and learning ways to take advantage of the economy.
Exploration – Whether your searching for a hidden mountain pass or a new resource. It's important to know how to find things. Also this tree grants access to faster modes of travel.
Industry - If you want to build things yourself instead of buying them and process raw resources, research this tree. Building things yourself is always cheaper than buying them.
Nature – Expect to learn agricultural techniques in addition to harnessing the powers of nature.
Thaumaturgy - Simply magic in all its forms.
Rhetoric - For bettering your communication skills, inspiring your followers, and becoming a better negotiatior.
Villainy - Everything that wouldn't be deemed kosher.
Warfare - Expect to be making use of the combat mechanics with these Innovations.
Specialties List
Business: Alchemy, Commerce, Industry, Rhetoric
Community: Ceremony, Commerce, Exploration, Industry, Nature, Rhetoric, Warfare
Criminal: Alchemy, Commerce, Villainy
Magic Tradition: Alchemy, Ceremony, Thaumaturgy
Military: Exploration, Nature, Warfare
Noble House: Rhetoric, Villainy, Warfare
Religion: Ceremony, Thaumaturgy, Rhetoric
Alchemy - Business, Criminal, Magic Tradition
Ceremony - Community, Magic Tradition, Religion
Commerce - Business, Community, Criminal
Exploration – Community, Military
Industry - Business, Community
Nature – Community, Military
Thaumaturgy - Magic Tradition, Religion
Rhetoric - Business, Community, Religion, Noble House
Villainy - Criminal, Noble House
Warfare - Community, Military, Noble House
Organization Scale
An organization’s scale is one of the most important parts of creating a new organization (all POs start at 1). An organization’s scale determines the magnitude pf its power and influence. Increasing your scale grants a special benefit, allows you access to more options, and grows your Sphere of Influence.
To grow an Organization’s Scale a PO must spend any combination of a number of Culture, Research Points, and Gold Pieces equal to the listed cost. The listed cost however becomes different for each PO, as organizations get to lower the listed cost by an amount equal to its Command Sub-Ability Score multiplied by 10.
Ex. The Hands of Laroth are a Scale 2 PO with a Leadership Score of 22. Their Command Score is 44; this number mulitplied by 10 is 440, making the cost to increase in scale 4,560. The Hands of Laroth feel they are ready to increase their Scale and spend 560 Culture, 3,500 Gold Pieces (all they have on hand), and 500 Research Points in their orders. In the next Update they become a Scale 3 PO gaining all the benefits and drawbacks that go with it.
Scale..............Cost……..........Example Spheres of Influence
..1..................1,000.............Local group (gang, cult, trading post, tribe, neighborhood)
..2..................5,000.............City Faction (historic noble house, thieves guild, mage guild)
..3..................10,000...........Citywide (temple, city guard, elder council, smuggler’s port)
..4..................50,000...........Multiple Cities (corporation, wizard/knightly/religious order)
..5..................100,000.........National (governments, black market, Guild of Hammers)
..6..................500,000.........Multi-national (Overcouncil, religion, crime syndicate)
..7................................... .The Expanse (none to date)
Organization Population Cap
Each organization has a Population Cap which puts a maximum limit on the number of members it can have dependent on its Organization Scale as depicted below:
Scale............Population Cap
..1..........................100
..2..........................500
..3.......................1,000
..4.......................5,000
..5.....................10,000
..6.....................50,000
..7...................100,000
Sphere of Influence:
This is a PO’s radius of the area in which it can execute Techniques. The radius of a Sphere of Influence is equal to it’s Organization Scale multiplied by it’s Key Ability Score modifier (if your modifier is lower than +1 than treat it as +1 for the purposes of this mechanic). Be aware that Spheres of Influence belonging to other organizations can overlap with yours. Your home base is the center of your Sphere of Influence, and you can construct buildings anywhere in your Sphere of Influence.
Starting Resources: Don’t confuse the use of the term ‘resources’ here with it’s other meaning as goods and materials. Every PO will begin with 25 General Points. These points can be converted into anything (except Mallets and adding to ability & sub-ability scores). When purchasing Faith Points, appropriate scores apply for enhancing the number gained. When spending Research Points gained from General Points, specialties do multiply the amount of research spent but the Science Sub-Ability modifier does not apply. All General Points must be spent/converted when creating an organization or they are lost. Spend them wisely.
1 General Point equals:
1,000 gold pieces
25 Research Points (starting rp cannot be spent on innovations beyond tier 2)
25 Culture
5 Faith Points (+ your religion modifier)
* A PO may spend 10 General Points during organization creation to make their Homebase hidden.
Homebase: Pick any square to be your homebase that is not a water tile (unless it has a ship wreck) or hellfire. Homebases will only be revealed on the map if they are not hidden. More than one organization can locate their homebase in the same square. All homebases come with one room to function as a command center, and a room for storage. Each building that can be built can instead be built as an additional room or structure attached to your homebase for a higher price. The drawback is that larger bases take more skill to conceal. One benefit is that it is easier to defend your units and headquarters if they are not spread out. The main benefit of building additions instead of separate buildings is that being so near to hq makes all org members operating that room more diligent and efficient, as their leadership is very nearby (however, this can change depending on your civics). This means that techniques executed by a rival PO are more difficult if your homebase or someone in your homebase is the target. All members produce more of whatever it is they’re producing than normal (in the sense of abstract mechanics like rp and culture, not building items or buildings). All points and other abstracts produced are increased by 10% (round in the player’s favor) after the totals are determined. Specific stats for your homebase will be listed under its building entry in the Buildings section. One more thing, if you’re homebase is destroyed you’re PO is destroyed. Protect your hq.