thomas.berubeg
Wandering the World
For my upcoming NES
Creating a Faction
Faction Name:
Faction Trait: Isolationist, Religious, Scavenger, Barbaric, Expansionist,
Starting Location: Anywhere within the confines of The Map
Leader Name/Type: (Government style/story based)
Leader Trait: Charismatic, Lucky, Fearsome, Noble
Capital Type: Castle, Village, Urban Ruin, Cave Network, Nomadic Encampent
Background: Story
Explanation:
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 for the NES.
Isolationist: Reduced faction appeal to immigrants and refugees
Defensive: Harder for enemies to take your settlements
Expansionist: Non-capitol outposts’ populations grow at a faster rate, troops are stronger when attacking another outpost.
Religious: Outside events have little effect on loyalty.
Barbaric: lets just say that food will rarely be an issue for your people
Leader Traits:
Leader Traits are what sort of benefits that your leader brings to the faction as a whole. When your leader dies, the following leader will likely have a trait of his own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all.
Charismatic: Increases propaganda type project's effects and slight increase in combat effectiveness
Fearsome: Does hefty amounts of damage when in combat
Pragmatic: Reduced Loyalty changes.
Noble: Improves diplomacy with NPC factions
Lucky: Helps a little bit with everything
Capital Type:
Your Capital type is generally a product of the origin story for your faction. This means that a certain type of capital will provide a bonus, dependent on your background story and capital type.
Castle: Highly defensible, the available food production is highly variable, and dependant on location. The best kept castles, and so the most defensible will generally be within cities, with little food production. (available fields: Rural Castle: 4 fields. Urban Castles: 2
Village: Villages are the largest settlements that really have a chance to survive unscathed through the change. Many are fairly self sufficient, and have some fields with which to produce food. (available fields: 5)
Urban Ruin: These settlements are built in the depths of the ruins of the Old Cities, and as such, while a great source of scrap, are not good food producers (Available Fields: 3)
Cave Network: Highly defensible Caves are Ideal hiding holes, but not the best food locations: As such, caves are Nigh impregnable, but have an awful food production capability (Available fields:1)
Nomadic Encampment: Not an actual settlement per say, but your entire population moves where you decide it does, within reason. You Likely have very little food production, unless I am very nice to you, so will likely have to depend on others, be it via trade or more unsavory methods. (Available fields: 0)
I know in chat I had said that a starting settlement type could be a Natural port, but I think that may just be a bonus that will be assigned to some relevant settlements
Creating a Faction
Faction Name:
Faction Trait: Isolationist, Religious, Scavenger, Barbaric, Expansionist,
Starting Location: Anywhere within the confines of The Map
Leader Name/Type: (Government style/story based)
Leader Trait: Charismatic, Lucky, Fearsome, Noble
Capital Type: Castle, Village, Urban Ruin, Cave Network, Nomadic Encampent
Background: Story
Spoiler :
Explanation:
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 for the NES.
Isolationist: Reduced faction appeal to immigrants and refugees
Defensive: Harder for enemies to take your settlements
Expansionist: Non-capitol outposts’ populations grow at a faster rate, troops are stronger when attacking another outpost.
Religious: Outside events have little effect on loyalty.
Barbaric: lets just say that food will rarely be an issue for your people
Leader Traits:
Leader Traits are what sort of benefits that your leader brings to the faction as a whole. When your leader dies, the following leader will likely have a trait of his own. Yes, this means that your leaders are not permanent, and depending on what sort of government you have, leaders may change frequently or rarely at all.
Charismatic: Increases propaganda type project's effects and slight increase in combat effectiveness
Fearsome: Does hefty amounts of damage when in combat
Pragmatic: Reduced Loyalty changes.
Noble: Improves diplomacy with NPC factions
Lucky: Helps a little bit with everything
Capital Type:
Your Capital type is generally a product of the origin story for your faction. This means that a certain type of capital will provide a bonus, dependent on your background story and capital type.
Castle: Highly defensible, the available food production is highly variable, and dependant on location. The best kept castles, and so the most defensible will generally be within cities, with little food production. (available fields: Rural Castle: 4 fields. Urban Castles: 2
Village: Villages are the largest settlements that really have a chance to survive unscathed through the change. Many are fairly self sufficient, and have some fields with which to produce food. (available fields: 5)
Urban Ruin: These settlements are built in the depths of the ruins of the Old Cities, and as such, while a great source of scrap, are not good food producers (Available Fields: 3)
Cave Network: Highly defensible Caves are Ideal hiding holes, but not the best food locations: As such, caves are Nigh impregnable, but have an awful food production capability (Available fields:1)
Nomadic Encampment: Not an actual settlement per say, but your entire population moves where you decide it does, within reason. You Likely have very little food production, unless I am very nice to you, so will likely have to depend on others, be it via trade or more unsavory methods. (Available fields: 0)
I know in chat I had said that a starting settlement type could be a Natural port, but I think that may just be a bonus that will be assigned to some relevant settlements