Decamper
..!
- Joined
- Jul 28, 2014
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So, in a day or two I'll be bringing over a game that's been running on the Frontier for a few months, once I finish tweaking some of the rules. Here's the basic pitch:
Fallen Star, isa rip off of EQ's Botwawki inspired by DnD/Pathfinder, in particular the King Maker module. Players control colonies sent to explore and exploit a newly discovered island that is the supposed landing sight of the titular fallen star. Players need to expand and improve their colonies by gathering resources (wood, stone and metal) to construct structures and settlements., while fending off all the lovely beasties that inhabit the island, along with whatever machinations the other players have going on. While the main agents controlled by the players are the colonists themselves, who are needed to man settlements and structures, gather resources, and be trained into various combat units, the players also have heroes that can be used in combat or to manage settlements, gaining experience and leveling up either way.
As the game has been going on for awhile, some players have pretty well established colonies, but new players will of course receive a good chunk of starting resources to get going. Here's the current map from update 8
Also below is the full rule set, but it will have a tune up before getting posted in a main thread here on IOT. The main things that will be changed are related to how population is managed. Beware the mass of text.

Fallen Star, is
As the game has been going on for awhile, some players have pretty well established colonies, but new players will of course receive a good chunk of starting resources to get going. Here's the current map from update 8
Spoiler :

Also below is the full rule set, but it will have a tune up before getting posted in a main thread here on IOT. The main things that will be changed are related to how population is managed. Beware the mass of text.
Spoiler MASS OF TEXT :
Faction Setup
Colony name:
Mother country name:
Race: Dwarf, Elf, Gnome, Halfling, Human, Orc
Tradition: Imperialist, Industrialist, Mercantilist, Militarist, Theocratic.
Leader name:
Leader traits:
Hero 1: Class (determined by tradition), name
Hero 2: Class, name
Capitol Name:
Starting location on map: An image of where you like would be best, but you can just write where you want to be too.
Mother country, Leader, Hero backgrounds: Optional, but the more you give me, the more I can give back.
Your colonists are your main resources, being the most used asset in exploration, resource gathering, construction, and warfare. Population is increased naturally over time, as well as through passive immigration from overseas, or from paying for additional colonists from your mother country. Each colonist will consume 1 food each season. Most structures will require colonists for the structure to function, and so the population stat will also include your number of 'unemployed' colonists that can be used for whatever task you need them to do. Every colonist is capable of fighting, with their effectiveness being determined by your colony's military skill.
Slaves can be taken from defeated enemies if you so choose, and will take the place of population for resource production positions, while costing no food. Slaves can also be sold to the mother country for currency. Having a very large slave population runs the risk of an uprising.
By constructing barracks, colonists can be turned into soldiers, who fight with a military skill +2 above the rest of your colony. One barracks can train and house 100 soldiers, with more barracks being required to train a larger army. Barracks are also necessary to adequately station soldiers in a settlement - without barracks, soldiers may desert or die if stationed in an unprepared settlement. Soldiers are counted separately from your total population, and provide no tax income, while also costing one currency a season in addition to the normal 1 food.
By constructing a temple, colonists may be turned into paladins. Paladins have +2 military skill above the colony skill. They fight with +3 military skill against religious/spiritual/evil foes. One paladin provides a combat bonus to 2 troops they are fighting with. Paladins are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the normal 1 food
By constructing a hunting lodge, colonists may be turned into rangers. Rangers have +2 military skill above the colony skill. They fight with +3 military skill against natural monsters. They also fight with a slight bonus in forests and mountains. Rangers are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the normal 1 food
By constructing cavalry stables, colonists may be turned into cavalry. Calvary have +2 military skill above the colony skill. In plains or hills, one Calvary reduces the military skill of 2 opponents by -2. They provide no such bonus in forests or mountains. Cavalry are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the 2 food.
By constructing an Arcane Laboratory, colonists may be turned into combat mages. Combat mages are offensive magic-wielding soldiers, essentially filling in as walking, breathing siege weapons. Effective at softening up an enemy force, but are less effective than standard soldiers at close-quarters combat. Have +1 military skill above colonial military skill. Cost 2 currency and 1 food a season to maintain.
By constructing a Hospital, colonists may be turned into field surgeons. Field surgeons are mundanely or slightly magically skilled combat healers. Each field surgeon reduces friendly casualties by 2, and fight with +1 military skill above colonial military skill. Cost 2 currency and 1 food a season to maintain.
By constructing a Jail, colonists may be turned into saboteurs. Saboteurs are unsavoury individuals highly skilled at all forms of skullduggery. They are best used to sneak into settlements or camps unnoticed for spying, sabotage, or assassination missions. They fight with +1 military skill above colonial level. Cost 2 currency and 1 food a season to maintain.
Resources, Seasons and the Map
Food, wood, stone and metal 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. Wood, stone and metal are need for construction, with metal being especially important for forging weapons. For a settlement to begin producing resources, 50 population must be devoted for each resource, for a total population of 200 required for every resource to begin production (250 for fish). Settlements will passively produce resources in small amounts, with the amount being determined by the surrounding terrain, and there are structures that will greatly increase the amount of produced resources. Factors that increase food production are access to fresh water, forests or wildlife for hunting and foraging, and larger bodies of water for fishing. Wood production is best in heavily forested areas, and is reduced in hilly areas, and scarce in mountains. Stone production is improved in hills and best in mountains, and worst in forests. Metal is also generally more likely to be found in hills and mountains, but metal veins are more difficult to find than stone sources, and so should be scouted for in preparation for settlements.
Resources are gathered within roughly 10 km of a settlement, though the farther out they are, the more vulnerable the workers will be. If a settlement is sieged, resource production will be severely limited.
In addition to the basic resources are special luxuries that can be sold to the mother country for currency, and remnants of the fallen star that can be used to create magic weapons, among other things.
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.
- Summer has normal food production. Chance of typhoons.
- Fall has a larger food production from the harvest season.
- Winter has very reduced food production, and armies will suffer from attrition.
Land Combat
Combat is done through a simple roll between opposing forces. The number of colonists or soldiers is improved by their equipment, then modified by their military skill and a number of dice are rolled with the resulting number. Modifiers such as terrain, tactics, and other situational things are then applied to the results. The two sides are compared, and the side with more points wins the engagement. Losses for both sides are decided by what percentage each side's result is when totaled together. For example, if the two sides have roughly the same results, then both sides will take roughly 50% losses, and there may be no winner. The losing army is routed, abandoning lost equipment and being at the mercy of the wilds as they retreat to the nearest friendly settlement, or desert from the colony. Winners get any recoverable equipment, the settlement if involved in a siege, and a larger amount of xp to be put towards raising their military skill.
Heroes that take damage lose levels, until reduced to 0, at which point they die.
Weapons
Common weapons are ranked as such, in increasing power. If unarmed, a colonist or soldier is assumed to use makeshift weapons.
- Unarmed, Crude, Civilian, Military, Mastercraft,
Easily forged magical weapons are Blessed weapons which protect their users, forged in temples, and Enchanted which are more deadly, forged in laboratories. More powerful magic weapons can be found or created through special events, and will often have unique properties in addition to being extremely powerful. These weapons follow the same Heroic, Paragon, Epic tier naming system as Heroes.
Wildfire very expensive and a jar is only good for one use, but it does considerable damage to units and structures. Contained in a clay jar, it can be thrown or launched using catapults, though it is very fragile and so always has a chance of breaking and engulfing friendlies. it is particularly dangerous to use in a melee, and while being very useful against ships, it can be set off on board ships if jostled around too heavily, utterly destroying the ship. It's best use is in sieges, both defending and attacking, as well as being extremely effective against ships.
Siege Weapons
Siege weapons attack before general combat begins to weaken an army or fortifications. Siege weapons are generally abandoned by the losing army, though high military skill may result in the losing side sabotaging siege weapons. Siege weapons operate differently depending on the battle:
- When used in a siege, they will break down fortifications and damage inside structures, or pick of attackers, depending on the side.
- In a naval engagement, siege weapons can be mounted on ships to sink ships. All siege weapons can be transported by any ship, but can only be operated on certain ships.
- In a standard engagement, siege weapons will target either soldiers or siege weapons.
There are 4 different siege weapons, and each operate slightly differently:
- Heavy Crossbows are light personal weapons, being constructed at forges instead of siege works. They only target personnel and creatures directly.
- Scorpios attack soldiers directly, with minimal effect on other siege weapons, structures or ships.
- Ballistae generally target other siege weapons, but also have a moderate effect on structures, soldiers, and ships.
- Catapults generally target structures and ships, and are minimally effective against soldiers and siege weapons.
Naval Combat and General Seafaring
Basic boats such as canoes and rafts can be constructed without cost, allowing short range water travel. These basic boats are completely unprotected though, and are very impractical for long trips or any combat.
Larger ships can be constructed with a Shipyard. Combat with these ships will generally involve arrow fire and boarding to capture ships, along with occasional sinking due to ramming. If equipped with ballistae or catapults, ships will be much more proficient at sinking other shops, while Scorpios will kill crew quicker. Generally, the higher an army's military skill, the better chance of capturing rather than sinking.
Ships have a certain number of 'hardpoints' that can be used to equip siege weapons. Scorpios take 1 hardpoint, Ballistae take 5 hardpoints, and catapults take 10 hardpoints.
-Cargo Ship: large merchantmen, capable of carrying up to 100 sailors/marines, as well as a cargo hold to move resources and up to 100 people (comfortably, you can stuff more in though you risk them dying over even short voyages).Too slow and ill-armed 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. Has 5 hard points.
- Patrol Ship: quick, medium armoured combat ships that carry up to 100 sailors/marines. These ships 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 hard points.
- War ship: Large and heavily armoured combat ships that carry up to 150 sailors/marines. These expensive ships are the backbone of an armada. Has 20 hard points.
Events, Quests and Colony Prestige
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.
Colony experience is gained through completing quests, constructing buildings, exceptional military encounters, and the handling of some events. One enough colony experience is gained, the colony will earn prestige. Prestige is used to recruit new heroes (to a maximum of 4), attract more new colonists, and starting special projects. Special projects are entirely player made, you come up with an idea and we'll work out how it can fit in the game. Basic uses:
- 2 prestige for a lvl1 hero, 2 prestige for each level higher.
- each unused prestige point increases immigration.
- special projects vary in cost depending on their use or output. Most will also cost resources to build.
The Mother Country and Inter-colonial Relations and Trade
The mother country will for most of the game serve as a way to increase your population through immigration and as a way to buy or sell resources, depending on your situation. Colonials for the most part are independent of the mother country, and are free to interact with other colonials as they see fit. That being said, events from the mother country will occasionally occur, their specifics depending on your tradition. Mother countries will also, on rare occasions, go to war with another mother country, in which case colonies may be asked to go to war with each other in the mother country's name. In these cases, it is up to you to decide to follow its whishes or not. Angering a mother country to 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.
You can purchase resources from the mother country using currency, or sell resources or slaves in exchange for currency. Prices may change, or special items may occasionally appear. The default rates are:
Buying
-5 currency for 5 buying food.
-10 currency for buying 5 wood or stone
-20 currency for buying 5 metal
-100 currency for buying 5 slaves
-40 currency for buying 1 wildfire jar
Selling
-5 currency for selling 50 food
-5 currency for selling 25 wood or stone
-10 currency for selling 25 metal
-50 currency for selling 5 slaves
-20 currency for selling 1 wildfire jar
Specials
-20 currency for buying 1 wildfire jar from the Illuminated Order of Holy Engineers
Colonies can sign Open Trade Agreements with one another, allowing for citizens to move between colonies for private trade. This will provide a currency bonus based on the income of both colonies, though with more emphasis placed on your own income (aka, the richer colony will always make more out of an OTA). OTAs do not stack, as the income gained from OTAs is separate from regular income. To sign an OTA, either at least one road must be constructed between settlements of the two colonies, or at least one cargo ship must be assigned solely to trade between the colonies. At the moment, additional roads or ships does not increase the value of an OTA, but it does ensure that a simple bandit party can't plop down on a long stretch of unguarded highway and ruin both your days.
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 for the beginning of the game, depending on number of players, colonies will mostly likely be largely isolated for a few seasons.
Mercenary Companies
Mercenaries are heroes and/or groups that can be hired to provide extra muscle or deniable assets. With the exception of shipping, most mercenaries must be negotiated with to reach an accepted price. Mercenaries generally operate in 'companies.' Below is a list of the currently active companies.
Colony name:
Mother country name:
Race: Dwarf, Elf, Gnome, Halfling, Human, Orc
Tradition: Imperialist, Industrialist, Mercantilist, Militarist, Theocratic.
Leader name:
Leader traits:
Hero 1: Class (determined by tradition), name
Hero 2: Class, name
Capitol Name:
Starting location on map: An image of where you like would be best, but you can just write where you want to be too.
Mother country, Leader, Hero backgrounds: Optional, but the more you give me, the more I can give back.
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.
Dwarf: Short and wide, and with long, blood 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.
- Bonus to stone and metal production.
Elf: Elves past is unknown and widely argued, but to most the 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 the friendship of an elf is one of the strongest bonds that could ever be forged.
- bonus to wood production.
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 encounters are slightly more likely to be beneficial or have better rewards.
Halfling: Halflings are short of stature and generally physically nonthreatening, 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 natural growth.
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 become independent (this will not be fun, expect a bloody fight and probably economic ruin). Each tradition will change a colonys starting equipment and first hero, along with how the mother country will interact with the colony.
Barbaric: colony starts with slaves, a jail, and a Barbarian. Higher amount of captures after a combat success. Medium military skill.
Imperialist The colony begin with a larger population, a larger store of food, and a wizard. Construction costs of new settlements, forts and camps are halved. Medium military skill.
Industrialist The colony begins with larger store of wood and stone, a camp (to be placed in addition to the starting town), and a Bard. Production of wood, stone and food are increased by 25%. Medium military skill.
Mercantile The colony begins with a larger store of currency, a trade ship, and a Rogue. Currency production is increased by 25%. Low military skill.
Militarist The colony begins with a 100 free soldiers with military weapons, a barracks, and a Fighter. Soldiers fight better. High military skill.
Necromancy - The colony begins with 25 Dark Knights, 50 undead slaves, and a necromancer. Killed enemies are turned into undead slaves. Medium military skill.
Theocratic The colony
begins with 25 free paladins (do not require monastery), a temple, and a cleric. Population growth increased. Medium military skill.
Leader Traits
Leaders can die off or be replaced, so these traits may change multiple times through a colonies lifespan. Most leader traits influence events more than day to day colony matters. While the leader only starts with one trait, more may be gained as the game progresses due to unique handling of events, interesting character-building stories, or other ways. These are a few pre-made examples, but players may make their own initial trait (Ill tell you if your trait is too out there).
Animal Lover wild animals will be less aggressive, and some may even assist the colony.
Sea Legs the sea itself seems to favour this leader, and the colony will reap the benefits.
Mystic magical events will seemingly seek out the leader.
Nice the colonys reputation will benefit from having a leader whos just an all-around super person.
Divinely Appointed the leader is, or at least is said to be, chosen by the gods.
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.

Dwarf: Short and wide, and with long, blood 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.
- Bonus to stone and metal production.
Elf: Elves past is unknown and widely argued, but to most the 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 the friendship of an elf is one of the strongest bonds that could ever be forged.
- bonus to wood production.
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 encounters are slightly more likely to be beneficial or have better rewards.
Halfling: Halflings are short of stature and generally physically nonthreatening, 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 natural growth.
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 become independent (this will not be fun, expect a bloody fight and probably economic ruin). Each tradition will change a colonys starting equipment and first hero, along with how the mother country will interact with the colony.
Barbaric: colony starts with slaves, a jail, and a Barbarian. Higher amount of captures after a combat success. Medium military skill.
Imperialist The colony begin with a larger population, a larger store of food, and a wizard. Construction costs of new settlements, forts and camps are halved. Medium military skill.
Industrialist The colony begins with larger store of wood and stone, a camp (to be placed in addition to the starting town), and a Bard. Production of wood, stone and food are increased by 25%. Medium military skill.
Mercantile The colony begins with a larger store of currency, a trade ship, and a Rogue. Currency production is increased by 25%. Low military skill.
Militarist The colony begins with a 100 free soldiers with military weapons, a barracks, and a Fighter. Soldiers fight better. High military skill.
Necromancy - The colony begins with 25 Dark Knights, 50 undead slaves, and a necromancer. Killed enemies are turned into undead slaves. Medium military skill.
Theocratic The colony
begins with 25 free paladins (do not require monastery), a temple, and a cleric. Population growth increased. Medium military skill.
Leader Traits
Leaders can die off or be replaced, so these traits may change multiple times through a colonies lifespan. Most leader traits influence events more than day to day colony matters. While the leader only starts with one trait, more may be gained as the game progresses due to unique handling of events, interesting character-building stories, or other ways. These are a few pre-made examples, but players may make their own initial trait (Ill tell you if your trait is too out there).
Animal Lover wild animals will be less aggressive, and some may even assist the colony.
Sea Legs the sea itself seems to favour this leader, and the colony will reap the benefits.
Mystic magical events will seemingly seek out the leader.
Nice the colonys reputation will benefit from having a leader whos just an all-around super person.
Divinely Appointed the leader is, or at least is said to be, chosen by the gods.
Heroes
Spoiler :
Heroes are special units that can be used in three ways: as Mayors, Captains or in Events. In each role they will have a different effect. Mayors will affect towns, War Chiefs affect battles, and each class of Hero has different ways of affecting Events. Heroes level up, to maximum of 10 levels, increasing their performance at each task. Similar to the Leader, heroes may gain traits through their actions throughout the game, though they start with none. Races have no different stat effects on heroes, and are purely for storytelling and events.
Hero levels are broken into three tiers which correlate with Event difficulty and magic equipment power.
Lvl 1-3 is Heroic, lvl 4-6 is Paragon, and lvl 7-10 is Epic.
Additional heroes may be recruited with prestige, costing 2 prestige per level. ex. a level 3 hero costs 6 prestige. A colony may normally only have 4 heroes.
Hero classes:
Bard
Mayor: increases production of all resources.
General: Bards increase military skill of those close to him/her.
Events: Charisma Bards can best handle situations that require diplomacy or persuasion.
Example Event: The bard may convince band of brigands to allow the players workers safe passage, or even to join the players faction.
Barbarian
Mayor: reduces food consumption.
General: deals massive damage, but with some being dealt towards friendly troops.
Event: Strength - events that require shear damage output with no regards for collateral damage are the Barbarians specialty.
Example Event: warriors from a local tribe have been harassing your workers. A barbarian can be sent to the tribe to remove the threat with extreme prejudice.
Cleric
Mayor: increases natural growth.
General: recovers some casualties regardless of win or loss.
Events: Wisdom Clerics have a great depth of knowledge in regards to Religion and healing.
Example Event: A native tribe is suffering from an unknown ailment. The cleric may be sent to discover what the ailment and its origin are, and possible cure the tribes people.
Fighter
Mayor: reduces currency maintenance of garrisoned soldiers and special troops by up to 50% (highest level).
General: Soldiers rally around the Fighter as casualties mount. Allows for combat success despite casualties over what would normally be considered a defeat. Fighter also is more skilled in combat individually than most heroes.
Events: Constitution Events requiring extreme hardiness or violence are best directed towards the Fighter.
Example Event: Some beast that attacks your workers resides in a nearby cave that is too narrow for soldiers to be effective. The fighter could attempt to slay the creature.
Necromancer
Mayor: gain undead slaves every season.
General: Reanimates dead, ally and enemy, in the midst of battle.
Events: Wisdom - Necromancers have insight into the nature of death and the powers that cling to it.
Example Event: A tomb full of unknown riches is haunted by vicious spirits. A necromancer can dispel the spirits, or bend them to his will.
Rogue
Mayor: gain currency depending on the size of population.
General: targets enemy heroes on the field with sneak attacks.
Events: Dexterity Rogues are adept at any situation involving sneaking, stealing or other forms of skullduggery.
Example Event: A group of blacksmiths are protesting in your main town, halting weapons production. The Rogue can be used to make the protests leaders disappear, sending the rest back to work.
Wizard
Mayor: Random outcome from magical experiments. Most often either a bonus to some aspect of settlement or enchants some weapons. Small chance of larger bonuses or rare items. Very small chance of the experiment going horribly wrong.
General: Lashes out with destructive spells in a similar way to siege weapons.
Events: Intelligence Wizards are useful in any situation that requires great analytical intellect or knowledge of the arcane.
Example Event: After discovering an artifact with an unknown magical property, the Wizard may be able to study it and discern its use.
Hero levels are broken into three tiers which correlate with Event difficulty and magic equipment power.
Lvl 1-3 is Heroic, lvl 4-6 is Paragon, and lvl 7-10 is Epic.
Additional heroes may be recruited with prestige, costing 2 prestige per level. ex. a level 3 hero costs 6 prestige. A colony may normally only have 4 heroes.
Hero classes:
Bard

Mayor: increases production of all resources.
General: Bards increase military skill of those close to him/her.
Events: Charisma Bards can best handle situations that require diplomacy or persuasion.
Example Event: The bard may convince band of brigands to allow the players workers safe passage, or even to join the players faction.
Barbarian

Mayor: reduces food consumption.
General: deals massive damage, but with some being dealt towards friendly troops.
Event: Strength - events that require shear damage output with no regards for collateral damage are the Barbarians specialty.
Example Event: warriors from a local tribe have been harassing your workers. A barbarian can be sent to the tribe to remove the threat with extreme prejudice.
Cleric

Mayor: increases natural growth.
General: recovers some casualties regardless of win or loss.
Events: Wisdom Clerics have a great depth of knowledge in regards to Religion and healing.
Example Event: A native tribe is suffering from an unknown ailment. The cleric may be sent to discover what the ailment and its origin are, and possible cure the tribes people.
Fighter

Mayor: reduces currency maintenance of garrisoned soldiers and special troops by up to 50% (highest level).
General: Soldiers rally around the Fighter as casualties mount. Allows for combat success despite casualties over what would normally be considered a defeat. Fighter also is more skilled in combat individually than most heroes.
Events: Constitution Events requiring extreme hardiness or violence are best directed towards the Fighter.
Example Event: Some beast that attacks your workers resides in a nearby cave that is too narrow for soldiers to be effective. The fighter could attempt to slay the creature.
Necromancer

Mayor: gain undead slaves every season.
General: Reanimates dead, ally and enemy, in the midst of battle.
Events: Wisdom - Necromancers have insight into the nature of death and the powers that cling to it.
Example Event: A tomb full of unknown riches is haunted by vicious spirits. A necromancer can dispel the spirits, or bend them to his will.
Rogue

Mayor: gain currency depending on the size of population.
General: targets enemy heroes on the field with sneak attacks.
Events: Dexterity Rogues are adept at any situation involving sneaking, stealing or other forms of skullduggery.
Example Event: A group of blacksmiths are protesting in your main town, halting weapons production. The Rogue can be used to make the protests leaders disappear, sending the rest back to work.
Wizard

Mayor: Random outcome from magical experiments. Most often either a bonus to some aspect of settlement or enchants some weapons. Small chance of larger bonuses or rare items. Very small chance of the experiment going horribly wrong.
General: Lashes out with destructive spells in a similar way to siege weapons.
Events: Intelligence Wizards are useful in any situation that requires great analytical intellect or knowledge of the arcane.
Example Event: After discovering an artifact with an unknown magical property, the Wizard may be able to study it and discern its use.
Rules
Population, Slaves, and Military UnitsSpoiler :

Your colonists are your main resources, being the most used asset in exploration, resource gathering, construction, and warfare. Population is increased naturally over time, as well as through passive immigration from overseas, or from paying for additional colonists from your mother country. Each colonist will consume 1 food each season. Most structures will require colonists for the structure to function, and so the population stat will also include your number of 'unemployed' colonists that can be used for whatever task you need them to do. Every colonist is capable of fighting, with their effectiveness being determined by your colony's military skill.
Slaves can be taken from defeated enemies if you so choose, and will take the place of population for resource production positions, while costing no food. Slaves can also be sold to the mother country for currency. Having a very large slave population runs the risk of an uprising.
By constructing barracks, colonists can be turned into soldiers, who fight with a military skill +2 above the rest of your colony. One barracks can train and house 100 soldiers, with more barracks being required to train a larger army. Barracks are also necessary to adequately station soldiers in a settlement - without barracks, soldiers may desert or die if stationed in an unprepared settlement. Soldiers are counted separately from your total population, and provide no tax income, while also costing one currency a season in addition to the normal 1 food.
By constructing a temple, colonists may be turned into paladins. Paladins have +2 military skill above the colony skill. They fight with +3 military skill against religious/spiritual/evil foes. One paladin provides a combat bonus to 2 troops they are fighting with. Paladins are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the normal 1 food
By constructing a hunting lodge, colonists may be turned into rangers. Rangers have +2 military skill above the colony skill. They fight with +3 military skill against natural monsters. They also fight with a slight bonus in forests and mountains. Rangers are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the normal 1 food
By constructing cavalry stables, colonists may be turned into cavalry. Calvary have +2 military skill above the colony skill. In plains or hills, one Calvary reduces the military skill of 2 opponents by -2. They provide no such bonus in forests or mountains. Cavalry are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the 2 food.
By constructing an Arcane Laboratory, colonists may be turned into combat mages. Combat mages are offensive magic-wielding soldiers, essentially filling in as walking, breathing siege weapons. Effective at softening up an enemy force, but are less effective than standard soldiers at close-quarters combat. Have +1 military skill above colonial military skill. Cost 2 currency and 1 food a season to maintain.
By constructing a Hospital, colonists may be turned into field surgeons. Field surgeons are mundanely or slightly magically skilled combat healers. Each field surgeon reduces friendly casualties by 2, and fight with +1 military skill above colonial military skill. Cost 2 currency and 1 food a season to maintain.
By constructing a Jail, colonists may be turned into saboteurs. Saboteurs are unsavoury individuals highly skilled at all forms of skullduggery. They are best used to sneak into settlements or camps unnoticed for spying, sabotage, or assassination missions. They fight with +1 military skill above colonial level. Cost 2 currency and 1 food a season to maintain.
Resources, Seasons and the Map
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Food, wood, stone and metal 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. Wood, stone and metal are need for construction, with metal being especially important for forging weapons. For a settlement to begin producing resources, 50 population must be devoted for each resource, for a total population of 200 required for every resource to begin production (250 for fish). Settlements will passively produce resources in small amounts, with the amount being determined by the surrounding terrain, and there are structures that will greatly increase the amount of produced resources. Factors that increase food production are access to fresh water, forests or wildlife for hunting and foraging, and larger bodies of water for fishing. Wood production is best in heavily forested areas, and is reduced in hilly areas, and scarce in mountains. Stone production is improved in hills and best in mountains, and worst in forests. Metal is also generally more likely to be found in hills and mountains, but metal veins are more difficult to find than stone sources, and so should be scouted for in preparation for settlements.
Resources are gathered within roughly 10 km of a settlement, though the farther out they are, the more vulnerable the workers will be. If a settlement is sieged, resource production will be severely limited.
In addition to the basic resources are special luxuries that can be sold to the mother country for currency, and remnants of the fallen star that can be used to create magic weapons, among other things.
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.
- Summer has normal food production. Chance of typhoons.
- Fall has a larger food production from the harvest season.
- Winter has very reduced food production, and armies will suffer from attrition.
Land Combat
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Combat is done through a simple roll between opposing forces. The number of colonists or soldiers is improved by their equipment, then modified by their military skill and a number of dice are rolled with the resulting number. Modifiers such as terrain, tactics, and other situational things are then applied to the results. The two sides are compared, and the side with more points wins the engagement. Losses for both sides are decided by what percentage each side's result is when totaled together. For example, if the two sides have roughly the same results, then both sides will take roughly 50% losses, and there may be no winner. The losing army is routed, abandoning lost equipment and being at the mercy of the wilds as they retreat to the nearest friendly settlement, or desert from the colony. Winners get any recoverable equipment, the settlement if involved in a siege, and a larger amount of xp to be put towards raising their military skill.
Heroes that take damage lose levels, until reduced to 0, at which point they die.
Weapons
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Common weapons are ranked as such, in increasing power. If unarmed, a colonist or soldier is assumed to use makeshift weapons.
- Unarmed, Crude, Civilian, Military, Mastercraft,
Easily forged magical weapons are Blessed weapons which protect their users, forged in temples, and Enchanted which are more deadly, forged in laboratories. More powerful magic weapons can be found or created through special events, and will often have unique properties in addition to being extremely powerful. These weapons follow the same Heroic, Paragon, Epic tier naming system as Heroes.
Wildfire very expensive and a jar is only good for one use, but it does considerable damage to units and structures. Contained in a clay jar, it can be thrown or launched using catapults, though it is very fragile and so always has a chance of breaking and engulfing friendlies. it is particularly dangerous to use in a melee, and while being very useful against ships, it can be set off on board ships if jostled around too heavily, utterly destroying the ship. It's best use is in sieges, both defending and attacking, as well as being extremely effective against ships.
Siege Weapons
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Siege weapons attack before general combat begins to weaken an army or fortifications. Siege weapons are generally abandoned by the losing army, though high military skill may result in the losing side sabotaging siege weapons. Siege weapons operate differently depending on the battle:
- When used in a siege, they will break down fortifications and damage inside structures, or pick of attackers, depending on the side.
- In a naval engagement, siege weapons can be mounted on ships to sink ships. All siege weapons can be transported by any ship, but can only be operated on certain ships.
- In a standard engagement, siege weapons will target either soldiers or siege weapons.
There are 4 different siege weapons, and each operate slightly differently:
- Heavy Crossbows are light personal weapons, being constructed at forges instead of siege works. They only target personnel and creatures directly.
- Scorpios attack soldiers directly, with minimal effect on other siege weapons, structures or ships.
- Ballistae generally target other siege weapons, but also have a moderate effect on structures, soldiers, and ships.
- Catapults generally target structures and ships, and are minimally effective against soldiers and siege weapons.
Naval Combat and General Seafaring
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Basic boats such as canoes and rafts can be constructed without cost, allowing short range water travel. These basic boats are completely unprotected though, and are very impractical for long trips or any combat.
Larger ships can be constructed with a Shipyard. Combat with these ships will generally involve arrow fire and boarding to capture ships, along with occasional sinking due to ramming. If equipped with ballistae or catapults, ships will be much more proficient at sinking other shops, while Scorpios will kill crew quicker. Generally, the higher an army's military skill, the better chance of capturing rather than sinking.
Ships have a certain number of 'hardpoints' that can be used to equip siege weapons. Scorpios take 1 hardpoint, Ballistae take 5 hardpoints, and catapults take 10 hardpoints.
-Cargo Ship: large merchantmen, capable of carrying up to 100 sailors/marines, as well as a cargo hold to move resources and up to 100 people (comfortably, you can stuff more in though you risk them dying over even short voyages).Too slow and ill-armed 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. Has 5 hard points.
- Patrol Ship: quick, medium armoured combat ships that carry up to 100 sailors/marines. These ships 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 hard points.
- War ship: Large and heavily armoured combat ships that carry up to 150 sailors/marines. These expensive ships are the backbone of an armada. Has 20 hard points.
Events, Quests and Colony Prestige
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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.
Colony experience is gained through completing quests, constructing buildings, exceptional military encounters, and the handling of some events. One enough colony experience is gained, the colony will earn prestige. Prestige is used to recruit new heroes (to a maximum of 4), attract more new colonists, and starting special projects. Special projects are entirely player made, you come up with an idea and we'll work out how it can fit in the game. Basic uses:
- 2 prestige for a lvl1 hero, 2 prestige for each level higher.
- each unused prestige point increases immigration.
- special projects vary in cost depending on their use or output. Most will also cost resources to build.
The Mother Country and Inter-colonial Relations and Trade
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The mother country will for most of the game serve as a way to increase your population through immigration and as a way to buy or sell resources, depending on your situation. Colonials for the most part are independent of the mother country, and are free to interact with other colonials as they see fit. That being said, events from the mother country will occasionally occur, their specifics depending on your tradition. Mother countries will also, on rare occasions, go to war with another mother country, in which case colonies may be asked to go to war with each other in the mother country's name. In these cases, it is up to you to decide to follow its whishes or not. Angering a mother country to 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.
You can purchase resources from the mother country using currency, or sell resources or slaves in exchange for currency. Prices may change, or special items may occasionally appear. The default rates are:
Buying
-5 currency for 5 buying food.
-10 currency for buying 5 wood or stone
-20 currency for buying 5 metal
-100 currency for buying 5 slaves
-40 currency for buying 1 wildfire jar
Selling
-5 currency for selling 50 food
-5 currency for selling 25 wood or stone
-10 currency for selling 25 metal
-50 currency for selling 5 slaves
-20 currency for selling 1 wildfire jar
Specials
-20 currency for buying 1 wildfire jar from the Illuminated Order of Holy Engineers
Colonies can sign Open Trade Agreements with one another, allowing for citizens to move between colonies for private trade. This will provide a currency bonus based on the income of both colonies, though with more emphasis placed on your own income (aka, the richer colony will always make more out of an OTA). OTAs do not stack, as the income gained from OTAs is separate from regular income. To sign an OTA, either at least one road must be constructed between settlements of the two colonies, or at least one cargo ship must be assigned solely to trade between the colonies. At the moment, additional roads or ships does not increase the value of an OTA, but it does ensure that a simple bandit party can't plop down on a long stretch of unguarded highway and ruin both your days.
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 for the beginning of the game, depending on number of players, colonies will mostly likely be largely isolated for a few seasons.
Mercenary Companies
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Mercenaries are heroes and/or groups that can be hired to provide extra muscle or deniable assets. With the exception of shipping, most mercenaries must be negotiated with to reach an accepted price. Mercenaries generally operate in 'companies.' Below is a list of the currently active companies.