Pre-Thread Mortal Engines NES

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
 
So uh

how does oil wells function on a mobile city again?
 
To clarify further: Oil is a resource used to generate power which keeps your cities going. Arrow went imto further detail on power in the first page if you want to check it out.
 
I believe he was asking where the oil in said wells was coming from. Not sure though.
 
Dibs on Christchurch; I'll fill out the submission sheet later.
 
Name: Lübeck
Size: Medium
Location: Hunting Ground
Government: Merchant Republic
Description: A trading city unafraid to play dirty
Religion: None
Sub-specialization class: Reaver, Bargainer, Energy Farmer, Short Range, Long Range
 
So you can take a specialization from each class?

Also a map would be helpful in deciding where we should start.
 
Hey,

On the note of specializations, it's merely a framework for you to work with. You can choose up to five specializations (or create your own, but they have to mesh well, so no fast moving Panzerstadts or Shieldwalls), and they give certain bonuses based upon them. A long range city has a bonus to the power of long range artillery, howitzers, and such things, while a Panzerstadt gets a bonus to the amount of guns and armor it can mount compared to others. Many classes will have drawbacks, such as the Panzerstadts' low ability to defend itself against smaller cities, and has to be in deployed (armed, armored, and ready to shoot), or unarmed (the polar opposite). It's up to you on what to decide and such, and creation of a new specialization will have to be run by myself first to see if it can work and not be too overpowered.

What we have so far at the moment is a skeleton of rules regarding combat, specializations, design, and supplies, as well as the base specializations, templates for the starting cities, and notes on Old Tech and expeditions at the moment. What I'm asking is, at this point, is there something that should be changed, tweaked, messed with, or adjusted in order to provide a better and clearer path?

How does this Traction City fit?

Name: Minsk
Size: Large
Location: Northern Hunting Grounds. Along the Arctic Wastes
Government: Fascist-Matriarchy
Description: She is the Fat Lady at the end of the Opera. Mamma brings the boom. EDIT: A City looking for Old Tech to gain the ability to cross the arctic wastes to North America. I can see having to get a special engine somewhere in Africa. :D
Religion: Paganism based on Weather goddesses.
Sub-specialization class: Short Range, Scavengers, Millers, Reverse Engineer, Prototype

Until I see what the details of the Scientific are I'm guessing that the 2 "mesh"

EDIT: Yes a map would help.

Blaze Injun
 
All science ones mesh.

Prototype means you try out the stuff you reverse engineer as a reverseengineering city.
 
Hey,

Sorry so many questions.
:D
All science ones mesh.

Prototype means you try out the stuff you reverse engineer as a reverseengineering city.

But would Recreation be a better fit? Once I reverse engineer I could make more.

How would you get Trade goods? Do you start with none or 1, 3? Being Millers would I gain a food trade good? Or would it allow for extra population. If population is a stat.

How will you be dealing with weapons? A standard type & size for everyone with bonuses added for specializations, combat experiance, armor hit points?

How about engines? Slots for defenders & specialists and cargo, human or otherwise.
Or how many militias can we have or airships?

Sorry just interested in this. Have you read Micheal Moorcock's The Dragon in the Sword (1986)(The fourth book in the Eternal Champion series). Same kinda idea.


Blaze Injun
 
Hey guys, sorry for not answering as many questions as possible lately, just been extraordinarily busy. As soon as I am home tonight, I will make sure to deal with the questions proposed and clear some stuff up asap.
 
Name: New Christchurch
Specialty: Trade
Size: Medium
Location: Antarctica
Government: City Council (led by the Lord Mayor of Christchurch)
Description: Rebuilt to high, modern standards after the 2011 earthquake, Christchurch soon became the largest urban centre in the country, and in 2064 was declared the new capital of a much more populated New Zealand, safely hidden behind the dikes erected to stop the flow of water caused by Antarctica's increasing rate of melt. The Sixty Minute War, as such, saw the city attacked to a large extent - but the people, hidden safely underground, survived. The wrecked remains of the old city were left behind as the people made their way in a mass exodus to Antarctica. It was there that they built their new city - with surprising success - and began to roam the continent, in search of Old Tech and, sometimes, oil.
Religion: Majority Catholic; some non-religious, Protestant, Muslim or Hindu
Sub-specialization class: Scavenger, Miner, Reverse Engineer, Nomads, Harvester
 
You can choose five specializations.
 
...Oh. Missed that. Editing.

EDIT: Aah. Looks much better, doesn't it?
 
Name: Canberra
Specialty: Predator
Size: Large (A man can dream, right?)
Location: To be announced when we see a map.
Government: Dictatorship of the Bureaucracy
Description: Australia was not spared in the destruction of the 60 Minute War, however, by some miracle the capital city of Canberra was spared. The city remained, skulking to the foothills of the Brindabella mountains as anarchy spread across the Australian continent, coming under the rule of the Public Servants and their leader, the Grand Public Servant, in typical Canberran tradition. However, this all changed with the growth of Municipal Darwinism. Canberra was one of the earlier Australian cities to develop motion and become a Traction City, under the Grand Public Servant Fraser III, and was successful in devouring the Sydney before the city was able to develop wheels and was still a Static settlement (if a large one).

Now, Canberra roams the Earth, seeking more cities to shovel into its maw in its quest to become the a monstrous behemoth and feed the Grand Public Servants.
Sub-Specialisations: Panzerstadt, Pillager, Miner, Dealer, Reverse Engineer

Have I done this right? I'm not sure whether you have to pick a sub-specialisation from each specialisation or not. Specialisations are a big vague for me, I'm afraid.

I will probably change this at some point, I'm torn between being a hulking behemoth or a fast scavenger, but I just want to make sure I've got the specialisations right.
 
Name: Cadiz
Specializations: Shieldwall, Energy Farmer, Industrial, Restoration, Recreation (subject to change when the scientific specializations are elaborated upon)
Size: Medium
Location: Brittany
Government: Constitutional Monarchy (Prince with absolute power, save for matters of income, where Parliament gives the orders)
Description: Cadiz is a proud city, ruled by a Prince descended from an offshoot of the Spanish royal house. Its ultimate goal is total independence, i.e. not needing to trade for anything, be it with another city or with the airships. It produces nearly all of its own equipment (and, indeed, sells its considerable surplus) and all its own
energy. The last few Cadizian Princes have been obsessed with Old Tech, but Prince Armando I? Not so much.

OOC: I renounce my tentative dibs on Prague.
 
Name: Carthage
Specialty: Short Range, Miller, Agricultural farmer, Energy farmer, Experimental (subject to change until I get an explination on what the science specs do)
Size: Medium
Location: NEED MAP
Government: Democracy
Description: Due to Tunisia's relative unimportance in the pre-war world Tunis was able to escape the high level of bombing that other cities suffered. One of the districts to escape relatively unharmed was Carthage, the site of the anchient empire. While most of Tunis fell under theocratical rule the citizens of Carthage and other supporters of democracy set up wheels and fled the tyranical rule. The newly elected Presidents then set about turning Carthage into a self substaining city free of shackles faced by other traction cities that had to trade and scavange for their own food and energy. Another benifit of it's democratic nature was that many intellectuals fled to Carthage and took up residence creating many research facilities in the city. Many other soon joined as Carthage was one of the few cities that could support them with reliable food and energy.
Religion: 85% Muslim, 11% Chriatian, 4% other.
 
Name: Stoke-on-Teeth
Specialty: Short Range, Reaver, Pillager, Slaver, Experimental
Size: Small
Location: The Middle East
Government: Horde-like Meritocracy: Power is held by the one who can keep it, whether it be via strength, cunning, or Charisma
Description: The town of Stoke-on-Trent was ravaged more than once by the great Nomad Empires of the past, and, seeking to escape that fate, quickly took to the wheel upon the example of London. Realizing that it would NEVER have the means to compete with the great cities, the inhabitants took to preying on moments of inattention, and on cities smaller than it. They are always seeking to improve the city to better hunt others.
Religion: A bastardized version of Ancient Nordic religion, which claims that the Sixty Minute war was Ragnarok, that Baldur was resurrected as a Remembering Machine, and he Resurrected the other gods as Stalkers., and that Asgard is a heavenly Traction city, which preys upon the celestial bodies, one by one.
 
Spoiler :
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Still working on trimming it up, should have a revised one at th eend of the week.
 
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