Arrow Gamer
America's Dictator
Here's what I have so far for specialization. Nearly done:
Combat (Panzerstadt, Shieldwall, Long Range, Short Range, Converters)
Panzerstadt: The panzerstadt are monsters. They use their immense size and great health to weather any attacks made against them. Their shield are nigh impenetrable, but their slow speed leaves them extremely vulnerable to swarms of cities.
Shieldwall: A shieldwall is a defensive behemoth. Slightly speedier than the Panzerstadt, it has no offensive abilities except its jaws. They are meant to take unimaginable damage, but creep ever closer, ready to eat it prey.
Long Range: Long Range cities are snipers. They sit pretty at a distance and absolutely unload on their prey, barraging their victims with blast after blast. However, their effectiveness at long range evaporates once the distance closes, and their light armor doesn’t help at all.
Short Range: Short range are the brawlers, having large amounts of short rang, faster firing, and heavy damaging weaponry, able to turn around faster and bring more guns to bear, while having decent armor to boot.
Converters: Converters are there to consume everything in their path, having multiple sets of jaws, and just ripping everything apart in their path, after crippling enemies with their own heavy guns.
Predator (Pillager, Reaver, Slaver, Harvester, Exterminator)
Reavers: Reavers are fast, hit and run types, hitting as hard as possible and stealing whatever they can. Whatever they can't they typically burn, salting the Earth behind them in order to deny property and assets to the people that they leave behind in their wake, if their are any at all at that point.
Pillagers: Pillagers are there for spoils, profits, and all sorts of things. Typically holding a settlement ransom after first shooting and firing, they are not interested in destruction and absolutely destroying; why destroy a good target that you can always come back to and exact further ambitions towards?
Slaver: Slavers are there to provide meat for the flesh markets that propagate the world in which the Traction era has arisen into. Taking people moreso than other assets, slavers drive great conurbations concerned only with slave hauling to the next meat market that they will sell their livestock at.
Harvester: Harvesters slice open the land itself, extracting natural resources be it crops, oil, natural gas, coal, minerals, etc. Towns and static settlements in their pathway are cut down and shoved aside to extract the delicious raw materials that they thrive upon, and they are often quite the best at extracting minerals from those that they consume and what they destroy.
Exterminator: Exterminators are the pinnacle of sadism for the predator cities, concerned only with destruction and annihilation. Exterminators often run in loosely held together packs, ripping apart larger, slower, and lone cities that dare cross their path. They are not concerned with collecting resources and prospering though, as they seek only to entirely obliterate what others have accomplished, leaving great, half eaten carcasses of rotting cities in hunting grounds for wary scavengers to pick at, while thousands of bodies lay upon the ground in their wake.
Agricultural (Miller, Sower, Energy farmer, Agriculture farmer, Miner, Industrial)
Millers: Millers are the cities who make what the farmers grow into edible food. Often working with a supplier, millers buy food then resell it at significantly higher prices after the refining is done. They also process energy, making it better and more effective.
Sowers: Sowers are cities that deal in delivering foods and such, taking them to other cities, and are contracted out to help set up agricultural programs on cities that are just starting to farm, or ones that have had a sever case of crop rot or somesuch.
Energy Farmers: These are the cities that create perhaps the most valuable commodity in the Mortal Engines univers: power. They are basically an open deck filled with oil-wells, wind farms, solar panels, etc. They often buy old tech from dealers and bargainers, and make huge profits off their goods. Unfortunately, such valuable things attracts the attention of all kinds of unsavory sorts, and every energy platform needs to be well outfitted.
Miner: Miners scour the earth, looking for minerals or other deposits to wrest from the earth. Often outfitted with large tracks and a huge cargo bay, Miners are the primary dealers of minerals to all kinds of cities, and their physical attributes usually make them well-suited to trading.
Industrial: These cities refine materials, much as how millers refine food. They melt down raw scraps, acquired any way possible, and reforge them into weapons, building materials, even tools. They are often very rich, but like power farmers, are very vulnerable.
Trade (Scavenger, Opportunists, Nomads, Dealers, Bargainers)
Scavengers: These speedy cities prowl the countryside, searching for scrap heaps or old tech left behind by the Ancients. They are often small and lightly built, optimized for long stretches in the wilderness and fleeing with the utmost speed.
Opportunists: An opportunist is a city who goes to larger cities after they have caught a town, and buys any excess parts unneeded by said city. Their build is often geared towards being extremely fast while looking as unappetizing as possible. They do not always have long life expectancies, because the larger cities they cater to sometimes eat them.
Nomads: Nomads go from settlement to settlement, city to city, looking for goods to buy or buyers of goods. They are hardy, and don’t get caught easily. These are often the oldest cities, who are too slow to take risks like all the other traders. They deal in anything they can possibly get their hands on: slaves, drugs, food, power, you name it.
Dealers: Dealers work on the black market, selling the less ‘admirable’ products: slaves, stalker bits, kidnapped VIPs, et cetera. They are not afraid to sell faulty equipment, but they know who not to doublecross. If you come across a dealer city, and you aren’t there to buy from them, I have one word: run.
Bargainers: Bargainers are the typical traders, going from tradingcluster to city and back again, in hopes of finding the best deals. Often led by savvy merchants, most bargainers will stop at nothing to get the best deal and the most loot. Killing enemies is frequent, and more deals are dirty than clean.
Scientific (Experimental, Prototype, Restoration, Recreation, Reverse Engineer)
Experimental
Combat (Panzerstadt, Shieldwall, Long Range, Short Range, Converters)
Panzerstadt: The panzerstadt are monsters. They use their immense size and great health to weather any attacks made against them. Their shield are nigh impenetrable, but their slow speed leaves them extremely vulnerable to swarms of cities.
Shieldwall: A shieldwall is a defensive behemoth. Slightly speedier than the Panzerstadt, it has no offensive abilities except its jaws. They are meant to take unimaginable damage, but creep ever closer, ready to eat it prey.
Long Range: Long Range cities are snipers. They sit pretty at a distance and absolutely unload on their prey, barraging their victims with blast after blast. However, their effectiveness at long range evaporates once the distance closes, and their light armor doesn’t help at all.
Short Range: Short range are the brawlers, having large amounts of short rang, faster firing, and heavy damaging weaponry, able to turn around faster and bring more guns to bear, while having decent armor to boot.
Converters: Converters are there to consume everything in their path, having multiple sets of jaws, and just ripping everything apart in their path, after crippling enemies with their own heavy guns.
Predator (Pillager, Reaver, Slaver, Harvester, Exterminator)
Reavers: Reavers are fast, hit and run types, hitting as hard as possible and stealing whatever they can. Whatever they can't they typically burn, salting the Earth behind them in order to deny property and assets to the people that they leave behind in their wake, if their are any at all at that point.
Pillagers: Pillagers are there for spoils, profits, and all sorts of things. Typically holding a settlement ransom after first shooting and firing, they are not interested in destruction and absolutely destroying; why destroy a good target that you can always come back to and exact further ambitions towards?
Slaver: Slavers are there to provide meat for the flesh markets that propagate the world in which the Traction era has arisen into. Taking people moreso than other assets, slavers drive great conurbations concerned only with slave hauling to the next meat market that they will sell their livestock at.
Harvester: Harvesters slice open the land itself, extracting natural resources be it crops, oil, natural gas, coal, minerals, etc. Towns and static settlements in their pathway are cut down and shoved aside to extract the delicious raw materials that they thrive upon, and they are often quite the best at extracting minerals from those that they consume and what they destroy.
Exterminator: Exterminators are the pinnacle of sadism for the predator cities, concerned only with destruction and annihilation. Exterminators often run in loosely held together packs, ripping apart larger, slower, and lone cities that dare cross their path. They are not concerned with collecting resources and prospering though, as they seek only to entirely obliterate what others have accomplished, leaving great, half eaten carcasses of rotting cities in hunting grounds for wary scavengers to pick at, while thousands of bodies lay upon the ground in their wake.
Agricultural (Miller, Sower, Energy farmer, Agriculture farmer, Miner, Industrial)
Millers: Millers are the cities who make what the farmers grow into edible food. Often working with a supplier, millers buy food then resell it at significantly higher prices after the refining is done. They also process energy, making it better and more effective.
Sowers: Sowers are cities that deal in delivering foods and such, taking them to other cities, and are contracted out to help set up agricultural programs on cities that are just starting to farm, or ones that have had a sever case of crop rot or somesuch.
Energy Farmers: These are the cities that create perhaps the most valuable commodity in the Mortal Engines univers: power. They are basically an open deck filled with oil-wells, wind farms, solar panels, etc. They often buy old tech from dealers and bargainers, and make huge profits off their goods. Unfortunately, such valuable things attracts the attention of all kinds of unsavory sorts, and every energy platform needs to be well outfitted.
Miner: Miners scour the earth, looking for minerals or other deposits to wrest from the earth. Often outfitted with large tracks and a huge cargo bay, Miners are the primary dealers of minerals to all kinds of cities, and their physical attributes usually make them well-suited to trading.
Industrial: These cities refine materials, much as how millers refine food. They melt down raw scraps, acquired any way possible, and reforge them into weapons, building materials, even tools. They are often very rich, but like power farmers, are very vulnerable.
Trade (Scavenger, Opportunists, Nomads, Dealers, Bargainers)
Scavengers: These speedy cities prowl the countryside, searching for scrap heaps or old tech left behind by the Ancients. They are often small and lightly built, optimized for long stretches in the wilderness and fleeing with the utmost speed.
Opportunists: An opportunist is a city who goes to larger cities after they have caught a town, and buys any excess parts unneeded by said city. Their build is often geared towards being extremely fast while looking as unappetizing as possible. They do not always have long life expectancies, because the larger cities they cater to sometimes eat them.
Nomads: Nomads go from settlement to settlement, city to city, looking for goods to buy or buyers of goods. They are hardy, and don’t get caught easily. These are often the oldest cities, who are too slow to take risks like all the other traders. They deal in anything they can possibly get their hands on: slaves, drugs, food, power, you name it.
Dealers: Dealers work on the black market, selling the less ‘admirable’ products: slaves, stalker bits, kidnapped VIPs, et cetera. They are not afraid to sell faulty equipment, but they know who not to doublecross. If you come across a dealer city, and you aren’t there to buy from them, I have one word: run.
Bargainers: Bargainers are the typical traders, going from tradingcluster to city and back again, in hopes of finding the best deals. Often led by savvy merchants, most bargainers will stop at nothing to get the best deal and the most loot. Killing enemies is frequent, and more deals are dirty than clean.
Scientific (Experimental, Prototype, Restoration, Recreation, Reverse Engineer)
Experimental