- Mar 6, 2015
Starfall is a colony management game inspired by the D&D fantasy setting and presented as the unofficial spiritual successor to Decamper's mighty epic; Fallen Star. The game focuses on exploration and expansion as ambitious settlers sail across the sea to lay claim to the new world. Players must brave these strange new lands and expand their fledgling colony with the help of their colonists and heroes, while also handling the various threats and issues the new world will throw at them. Treasure and glory awaits.
A year has passed since the falling of the azure star. The nations of the known world (Eidolon) have dispatched their fleets west across the great central ocean to claim the unexplored and wild territories of the western continent, thought to be hiding the prized fallen star. These Eidolonian colonists, adventurers, cutthroats, treasure-hunters, exiles and thrillseekers now land on the beaches and establish their settlements, knowing little of the mysteries and dangers of the untamed lands they are setting out to conquer.
Mother country name:
Race: (dwarf, elf, gnome, halfling, human, orc or cosmopolitan)
Tradition: (imperialism, industrialism, mercantilism, militarism, magocracy, theocracy. necrocracy)
First Hero: (class, name)(determined by tradition)
Secondary Hero: (class, name)
Starting location on map: (point out by image or simply write down where you'd like for your colony to make landfall)
Mother country, Leader, Hero backgrounds: (optional, but will be rewarded)
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 becomes independent (this will not be fun, expect a bloody fight and probably economic ruin). Each tradition will change a colony's starting equipment and first hero, along with how the mother country will interact with the colony.
Barbaric: Begins with 100 slaves, a stockade and a Barbarian. Higher amount of captives from winning battles. Slaves are more productive, and will receive a +.2 to their resource passive. Medium military skill.
Imperialism: Begins with a greater population than normal, a substantial storage of food, a Wizard and a Customs Office. Construction costs of new settlements, forts and camps are halved. Low military skill.
Industrialism: Begins with greater stores of wood and stone, a free camp (to be placed within 40km to the starting town) and a Bard. Production of wood, stone and metal is increased by 15%. Low military skill.
Mercantilism: Begins with a greater sum of currency, two merchantman vessel and a Rogue. Gets double currency from open trade agreements. Tax income increased by 25%. Low military skill.
Militarism: Begins with a barracks, 100 free soldiers with martial weapons and a Fighter. Soldiers get a combat bonus. High military skill.
Magocracy: Begins with 25 free mages, an arcane tower and a Sorcerer. Has a significantly greater chance at discovering starstone deposits from explorations and production of starstone is increased by 50%. Low military skill.
Theocracy: Begins with 25 free templars with blessed weapons, a temple and a Cleric. Population growth increased by 10%. Medium military skill.
Necrocracy: Begins with 25 free dark knights with martial weapons, 100 undead slaves and a Necromancer. 50% of slain enemies are reanimated as undead slaves after a battle. Low military skill.
There are many stereotypes attributed to the races of the old 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 than others.
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.
+ 100% Bonus to natural growth.
Elf: The majestic elves are blessed with unnaturally long lives and have seemingly an innate masterful understanding of nature. They 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.
+ 25% Bonus to food and wood production.
Gnome: Gnomes are similar to elves in that they seem apart from the rest of the other races, but they are far more divided from their unsocial cousins than one would think. 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.
+ 25% Bonus to tax income.
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.
+ Lucky. Encounters and events are slightly more likely to be beneficial or have better rewards.
Dwarf: Short and wide, and with a notoriously short temper, dwarves are inclined towards being a race of warriors. While dwarven warriors are hardy and with an unmatched constitution, most dwarves are still well fit as hard working, inventive, and good natured folk.
+ 25% Bonus to stone and metal production.
Orc: Most orcs are known as simply savage warmongers 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.
+ 2 Bonus to military skill when attacking.
Cosmopolitan: Some nations have no dominant races, with peoples mixing in a (relatively) harmonious manner.
+ 50% Bonus to immigration.
Heroes & Classes
Heroes are special units that can be used in three ways: Magistrates, Captains or in Events. In each role they will have a different effect. Magistrates affect a single settlement that they get assigned to, Captains affect battles, and each class of Hero have different and unique ways of dealing with events.
Heroes level up (to a max of 10), increasing their performance and abilities. Similar to the Leader, heroes may themselves pick up unique traits from their actions made throughout the game, though they start with none. Races have no effects on heroes, and are purely for storytelling and events.
Hero levels are broken into three tiers which correlate with event difficulty:
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.
Magistrate: Increases production of all resources by 2% per level (max. +20%)(does not include starstone).
Captain: Bards increase the military skill of those close to him/her.
Event: Charisma - Bards can best handle situations that require diplomacy or persuasion.
Example Event: The bard may convince band of brigands to allow the player's workers safe passage, or even to join the player's faction.
Magistrate: Increase tax income by 2% per level (max. +20%).
Captain: Targets enemy heroes and special units on the field with devastating 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 ring leaders involved disappear, sending the rest back to work.
Magistrate: Reduces food consumption by 5% per level (max. 50%).
Captain: Deals devastating mass-damage in a berserking rage, but with some being dealt towards friendly troops.
Event: Strength - Events that require sheer primal destruction with no regards for collateral damage are the Barbarian's 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.
Magistrate: Reduces currency upkeep of garrisoned soldiers and special troops by 5% per level. (max. 50%)
Captain: A fighter's adamant resolve, battle-experience and quick leadership skills increases the military skill of friendly soldiers whilst reducing that of the enemy.
Events: Constitution - Events requiring extreme hardiness, endurance or conflict 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 with their superb fighting abilities.
Magistrate: Increases natural growth by 2% per level (max. +20%)
Captain: Recovers 25% of friendly 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 possibly cure the tribe's people.
Magistrate: Gain 5 undead slaves every season, with an additional +5 undead every level. (max. 50)
Captain: Increases the military skill of friendly undead in combat.
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 even bend them to his will.
Magistrate: Random outcome from magical experiments. Most often a permanent bonus to resource production, with a smaller chance of larger bonuses or rare (possibly magical) items. Very small chance of the experiment going !horribly! wrong.
Captain: Fields a vast array of support and defensive spells to assist friendly troops in battle, such as projecting magical shields to deflect incoming arrows or conjuring a feast to rejuvenate an exhausted army.
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.
Magistrate: Increases starstone production by +5% per level (max. +50%).
Captain: Lashes out with raw destructive spells in equal if not sometimes greater power than that of a siege weapon. This power comes at the cost of the caster being prone to obliterating friendly soldiers in their recklessness.
Events: Charisma - Unlike their pointy-hatted colleagues the sorcerer has innate arcana power flowing through their veins, blessing them with a natural ability for sensing and understanding magic without the use of tomes or scrolls.
Example Event: After an attack by a particularily vicious dragon the sorcerer tracks it down by following its magical essence and brings it down along with the colonial militia. In the aftermath the sorcerer may detect the magical items or dragon eggs hidden behind a secret magically-veiled chamber within the dragon's lair.
Population, Slavery & Military Units
Your colonists are your main resources, being the most used asset in exploration, construction, and warfare. Population size increases naturally over time, or by means of immigration from the mother nation. Each colonist (barring slaves and undead) will consume 1 food each season. Civilian colonists produce 1 currency as long as they are employed as part of a workforce.
Constructing settlements or structures and then operating them requires a workforce, who will then be unusable until the structure/settlement is removed. Every colonist is capable of fighting, with their effectiveness being determined by your colony's military skill and is increased through conflict, battle and war.
Slaves can be taken from defeated enemies if you so choose. Slaves cost no food, produce a flat passive income of 0.5 currency, 0.4 food, 0.4 wood, 0.4 stone and 0.3 metal, and can also be sold to the mother country for currency. However, a large slave population decreases stability and runs the risk of a devastating uprising. Slaves can't be trained as military units or used as workers.
Undead pop always count as slaves, won't ever revolt against their masters, don't require food, produce 0.5 currency, 0.2 food, 0.2 wood, 0.2 stone and 0.2 metal flat, and have a +1 military skill above the colony skill. Doesn't provide natural growth and are especially vulnerable to religious units such as templars as well as magical weapons and offensive spells. Undead slaves can't be trained as military units or be used as workers.
Training civilians into military units takes a turn.
By constructing a 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 field 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.
Upkeep: 1 currency, 1 food
By constructing a Temple, colonists may be turned into Templars (or Dark Knights if Necrocracy). One temple can train and house 25 templars. Templars have +2 military skill above the colony skill. They fight with +3 military skill against religious and magical foes. One templar provides a combat bonus to 5 troops they are fighting with. Templars are counted separately from your total population and provide no tax income.
Costs: 5 currency
Upkeep: 2 currency, 1 food
By constructing a Hunting Lodge, colonists may be turned into rangers. One lodge can train and house 25 rangers. Rangers have +2 military skill above the colony skill. They fight with +3 military skill against natural beasts and creatures. They also fight with a slight bonus in forests and mountains. Rangers are counted separately from your total population, and provide no tax income.
Costs: 2 currency
Upkeep: 1 currency, 1 food
By constructing Cavalry Stables, colonists may be turned into Cavalry. One stable can house 25 cavalrymen. Calvary have +2 military skill above the colony skill. In plains or hills, one Cavalry reduces the military skill of 5 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.
Upkeep: 2 currency, 2 food
By constructing an Alchemist's Lab, colonists may be turned into Alchemists. One lab can house 25 alchemists. Alchemists take to the field with an array of strange and bizarre concoctions that hold various amusing properties such as transforming the enemy into stone or polymorphing them into harmless chickens. Have +1 military skill above colony's military skill. Alchemists are counted separately from your total population and provide no tax income.
Costs: 5 currency
Upkeep: 3 currency, 1 food
By constructing an Arcane Tower, colonists may be turned into Mages. One lab can house 25 mages. Mages are offensive combat spellcasters, essentially filling in as living siege weapons. Particularly effective at wiping out infantry from a distance with balls of fire and deadly bolts of thunder, but fares poorly in actual close combat. Have +1 military skill above colony's military skill. Mages are counted separately from your total population and provide no tax income.
Costs: 10 currency
Upkeep: 5 currency, 1 food
By constructing a Hospital, colonists may be turned into Physicians. One hospital can house 25 physicians. Physicians are mundanely or slightly magically skilled healers. Each physician reduces friendly casualties by 2, and fight with +1 military skill above colonial military skill. Physicians are counted separately from your total population and provide no tax income.
Upkeep: 1 currency, 1 food.
By constructing a Stockade, colonists may be turned into Saboteurs. A stockade can house 25 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. Saboteurs are counted separately from your total population and provide no tax income.
Upkeep: 1 currency, 1 food.
Resources, Seasons & Game 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 needed for construction, with metal being especially important for forging weapons. Associated resource production buildings can increase the rate of production, with the first level of improvements doubling production, and each improvement giving progressively less of an increase.
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.
Finally, there's starstone. This is an extremely sought after resource. Beyond being extremely rare, this mineral has natural arcane properties and holds immense magical power even in miniscule amounts that far surpasses any holy blessing or runic engravings in known history. Starstone does not exist naturally in the old world and only a handful of fragments have ever been recovered throughout the ages whenever the azure star has appeared in the sky. This is the main reason the players are being sent west to colonize the new world.
In addition to the above mentioned ones are unique, special luxuries or strategic resources that can be sold to the mother country for currency, among other things.
Resources are gathered within roughly 10 km of a settlement, though the farther out they are, the more vulnerable the workers will be.
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 rainstorms and flooding along rivers or landslides near mountains.
- Summer has normal food production. Chance of typhoons and lightning storms.
- Fall has a larger food production from the harvest season.
- Winter has no food production from farms, and armies will suffer from attrition if they stray far from settlements. Chance of avalanches in the mountains and ruthless blizzards.
Weapons & Armor
Common weapons are ranked by increasing strength from left (weakest) to right (strongest). If unarmed, a colonist or soldier is assumed to use makeshift weapons.
Overview of weapon ranks:
Unarmed < Crude < Simple < Martial < Masterwork < Blessed < Enchanted
Armor can be worn by heroes and military units to drastically increase their survivability in combat. They are ranked in the same manner as weapons (left to right).
Overview of armor ranks:
Light < Medium < Heavy
Blessed weapons are empowered by advanced holy rites or runic engravings that invoke limited but deadly combat magicks, whilst Enchanted weapons are arms imbued with the limitless potentials of the azure star, making them second only to true magical weapons in terms of destructive power.
Siege Warfare and Weaponry
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 them to prevent their capture. All siege weapons (aside from heavy crossbows) generally use stone as ammunition and are useless if the player runs out or has none available - although they can technically lob anything.
Examples of how siege weapons are used:
- When used in a siege, they will break down fortifications and damage inside structures, or pick off infantry, depending on the weapon.
- In a naval engagement, siege weapons can be mounted on ships to sink opposing vessels or snipe at sailors and marines.
- In a standard engagement, siege weapons will target either soldiers or siege weapons, depending on their type and targeting orders from players.
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. They have a shorter range than other siege weapons.
- Scorpio (light anti-infantry) attack soldiers directly, with minimal effect on other siege weapons, structures or ships.
- Ballistae (anti-artillery sniper) generally target other siege weapons, but also have a moderate effect on structures, soldiers, and ships.
- Catapults (artillery) generally target structures and ships, and are minimally effective against soldiers and siege weapons.
- Trebuchets (heavy artillery) devastate targets over a large area and are effective against everything but fast moving targets.
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.
Naval Combat and 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, as well as take a season to construct. Very impractical for long trips or any combat.
Larger ships can be constructed with a Shipyard, and require 25 population per vessel. Combat with these ships will generally involve missile 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 vessels, while scorpios are dedicated to killing crews.
Ships have a certain number of "hardpoints" that can be used to equip siege weapons. Scorpio take 1 hard-point, ballistas take 5 hard-points, catapults take 10 hard-points and trebuchets take 20.
- Merchantman: large cargo ships, capable of carrying up to 100 sailors/marines, as well as a cargo hold to move 200 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-armoured 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.
- Escort 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.
- Galleon: 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.
- War Galley: Terrifying and massive armored dreadnoughts that can carry 300 sailors/marines. Has 40 hard points.
Events and Quests
Events are simply the challenges that will be thrown at players for them to deal with throughout the game. They can be composed 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 the players, though generally the more creative players are with their solutions, the more successful (or at least interesting) their outcomes will be. Dungeons and monsters will often come with a Heroic, Paragon, or Epic tier ranking to help players 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 always result in some material rewards and hero xp, along with colony experience.
Stability, Colony Experience, Prestige and Immigration
Stability is how content your colonists are with their government. It is raised and lowered through various things, such as handling of events, the outcome of battles, and the construction of settlements, while certain structures will increase the chance of gaining stability each turn. Stability above 5 will increase immigration, while stability below 5 will cause emigration, as well as the possibility of riots and other fun things.
Colony experience is gained through completing quests, constructing buildings, exceptional military encounters, and the handling of some events. Once enough colony experience is gained, the colony will gain a Prestige level. Each prestige level increases immigration. From level 2 onwards, every 2 levels, a new hero may be recruited.
Prestige is used to recruit new heroes (to a maximum of 4), attract more new colonists, and for starting off special projects. Special projects are entirely player made, you come up with an idea and I'll work out how it can fit in nicely with the game. Prestige ranks can also be spent to request supplies from the mother-nation.
- 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
- 1 prestige rank can be used to get either 500 food, 500 wood, 400 stone, 250 metal or 100 civilians.
The Mother Country, Intercolonial 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.
Colonies 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 wishes or not. Angering a mother country too 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 at any game start are:
- 5 currency for 10 units of food
- 5 currency for 10 units of wood
- 15 currency for 10 units of metal
- 20 currency for 10 undead slaves
- 50 currency for 10 slaves
- 10 currency for 10 units of food
- 20 currency for 10 units of wood
- 25 currency for 10 units of metal
- 100 currency for 10 slaves
Doplomacy & Trade
Colonies can sign Open Trade Agreements (OTAs) with one another, allowing for citizens to move between colonies for private trade. This will provide 20 currency, modified
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, If you wish to trade, you'll need some method of transporting the materials. Check the mercenaries section for a transport company.