Zappericus
Euro scumbag

The Chronicles of Lucrävia: Dawning of a New Age v1.1
TCoL.DoaNA is a turn-based civilizations StoryIOT centered within the techno-high-fantasy world of Lucrävia, a fictional realm of my own design. The concept was inspired from such amazing games as D&D, Fallen Star and Botwawki. The whole thing focuses on the rise of great nations from meager beginnings through construction, diplomacy, trade, conquest, exploration of an old world still healing from ancient wounds, and the coming of brave heroes, vigilant allies and hateful enemies.
The Story
Spoiler :
Lucrävia was once a prosperous world dominated by the Hyllärians, a humanoid race of creative, highly intelligent, nigh-biologically immortal beings. The shining glimmers of their advanced and peaceful civilization spanned across the majority of the planet.
This race of scholars and tinkerers had achieved such technological marvels that it served their every need. This included space-travel, cloning, robotic servants and weather controlling facilities. Even the world's wildlife had become domesticated; For such was the harmony of which the Hyllär held with nature, that no creature would seek to harm them. However, this golden age was not to last. A great and apocalyptic calamity was about to strike at the Hyllär.
Faced with utter annihilation and with no time to evacuate the planet, their greatest minds banded together among the ensuing chaos to construct and hide a myriad of secure biological archives across and underneath the surface of their world. These autonomous and self-sustained facilities were programmed to seal themselves up and eventually open to release all sorts of life anew upon the planet several millennia later. It was an unpredictable gamble at best, but it was all they had. And as predicted the Hyllär vanished, and Lucrävia was left void of all sentient lifeforms.
Eventually, the archives unlocked and released their contents upon the world, re-seeding it with untold organisms engineered by the progenitor race which once ruled the planet. Nearly all traces of their golden civilization was gone to either time or whatever calamity had struck them. Only overgrown ruins remained.
It is now Year 20 of the Era of Rebirth, and a few select groups of the seeded races have gathered to form small tribes as they venture out into the unknown and rebuild.
This race of scholars and tinkerers had achieved such technological marvels that it served their every need. This included space-travel, cloning, robotic servants and weather controlling facilities. Even the world's wildlife had become domesticated; For such was the harmony of which the Hyllär held with nature, that no creature would seek to harm them. However, this golden age was not to last. A great and apocalyptic calamity was about to strike at the Hyllär.
Faced with utter annihilation and with no time to evacuate the planet, their greatest minds banded together among the ensuing chaos to construct and hide a myriad of secure biological archives across and underneath the surface of their world. These autonomous and self-sustained facilities were programmed to seal themselves up and eventually open to release all sorts of life anew upon the planet several millennia later. It was an unpredictable gamble at best, but it was all they had. And as predicted the Hyllär vanished, and Lucrävia was left void of all sentient lifeforms.
Eventually, the archives unlocked and released their contents upon the world, re-seeding it with untold organisms engineered by the progenitor race which once ruled the planet. Nearly all traces of their golden civilization was gone to either time or whatever calamity had struck them. Only overgrown ruins remained.
It is now Year 20 of the Era of Rebirth, and a few select groups of the seeded races have gathered to form small tribes as they venture out into the unknown and rebuild.
Player Setup
Flag:
Tradition:
Nation Name:
Capital Name:
Race: <Human, Elf, Half-Elf, Dwarf, Halfling, Gnome, Half-Orc>
Values: <Write down three values that best describe your civilization; ex: Lazy, Peaceful, Naive>
Religion:
Starting Hero: <name> (<class>)
Leader Name:
Leader Trait:
Leader Background: <optional, but preferred>
Starting Location: <coloured dot on the map>
Leader Traits
Inspiring General: Less national upkeep costs for soldiers
Blessed: Chance of Mana source being found anywhere a new mining site is put down
Industrialist: Increases national resource income
Warlord: Soldiers perform better in combat, increased stability with each successive combat action
Pious Heart: Chance of increased faith and/or stability each turn
Bureaucrat: Increased national tax income
Influential: Resources on the world market are 25% cheaper to purchase
Traditions
Militaristic: Civilization begins with free soldiers with advanced weapons and a Barracks in their capital. Soldiers fight better. High military skill.
Imperialist: Civilization begins with a larger population count and a larger store of food. Construction costs of new villages, forts and camps are halved. Medium military skill.
Industrious: Civilization begins with larger store of wood, metal and stone. Production of wood, stone and food are increased by 25%. Medium military skill.
Mercantile: Civilization begins with a larger store of currency and two trade ships (trade caravan if landlocked), Tax income is increased by 25%, trade ships and caravan costs are halved. Low military skill.
Barbaric: Civilization starts with a stock of slaves and a Slave House in their capital. Higher amount of captures after a combat success. Soldiers are resistant to morale breaks. Medium military skill.
Magocratic: Civilization begins with a store of mana, free maguses and a Magus Laboratory in their capital. Production of mana is increased by 25%. Low military skill.
Theocratic: The colony begins with free Templars and a Temple in their capital. Population growth increased and faith increases faster based on how many temples the civilization has. Medium military skill.
Races
Spoiler :

- The majestic elven race is blessed with unnaturally long lives and an excellent natural understanding of mana. 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.
Gnomes: [+ Lucky: Random positive events occur]
- 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.
Half-Orcs: [+ The Beast Within: Bonus to combat]
- Ogryns, or "Half-orcs" by other species, are a crossbreed race made up from human and pureblood orc genes. They are known to be a barbaric, warlike lot and their kind are often found thick in the wars raging across Lucrävia. Of course, there are few select individuals that stray away from the path of war and bloodshed, becoming wise scholars or charismatic traders - though always having to struggle to keep their innate bestial rage contained.
Dwarves: [+ Effective Workers: Bonus to stone and metal production]
- 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.
Human: [+ Dominion: Bonus to natural growth]
- Regarded by most 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 the other races of it.
Halfling: [+ Optimists: Bonus to stability growth rate]
- Halflings are short of stature and generally physically trivial, but they are known for making up for this with endless enthusiasm, creativity, a silver tongue, and a good sense of humour.
Half-Elves: [+ Nature's Blessing: Bonus to wood production and wildlife may come to support or aid them]
- Another crossbreed race made up from elf and human genes, the Angeheir, or "Half-Elves" as they are usually called by other races, commonly shy away from other races in favour of nature. They share equal traits to their elven cousins, having disturbingly lengthy lifespans and similar physical traits. However, their purebreed counterpart look upon them as inferior, and relations between the two races are cold at best.
The Map of Lucrävia
The Climate of Lucrävia
FAQ
Spoiler :

The Climate of Lucrävia
Spoiler :

FAQ
Spoiler :
1. Zappericus, you uneducated peasant. How can there be a market? How can there be organized factions? How can there be nations? This "calamity" blasted everyone and we were put in vaults, fallout style!
A: The archives opened up some years if not decades apart for various intentional and unintentional reasons, with your (the player's) archives opening up last.
2. Why different races? Why not archive pure Hyllär descendants? If they were so advanced, why didn't they cryo-freeze themselves like in A CERTAIN GAME that was recently released?
A: That's a plot secret.
3. Do we know who the Hyllärians were? What happened to them? Why are we in medieval times?
A: Nope. When the archives released your people, you knew nothing from before you awoke except sudden sporadic memory flashes granting you knowledge on such things as how to speak, wield a hammer, build a house, tame animals etcetera. Medieval-age limited knowledge.
4. You stole most of the rules from Fallen Star, didn't you, you dirty thief.
A: Yes. But not for the wrong reasons. I loved playing Fallen Star, and Decamper's (the maker of FS) game rules were a real inspiration in terms of making this game.
5. Can I build several upgrades of a building immediately? Village into Metropolis?
A: Heavens, no. One upgrade at a time. Village to Small Town to Large Town to Small City to Large City to Metropolis.
6. Can I recruit soldiers or special soldiers if I'm making the required building in the same turn?
A: Yes, you can. If you make a barracks T1, you can recruit the amount of soldiers it supports T1
7. Can I use my soldiers in the same turn as I recruit them?
A: No. They'll be available the next turn for whatever mischief you have planned.
8. Resource production. Does new resource buildings instantly add to my resource production the same turn they are made? If I have 1 mine T0 and construct an additional 2 that turn, will the mines immediately start boosting my income for T1, ready for use?
A: Yes, they will.
9. Can I erect more than one settlement (village, mine, fort, camp) per turn?
A: No. One settlement each turn.
A: Yes, they will.
10. You've been making a lot of half-baked games lately.
A: Yeah, I know. Apologies on that. I tend to get a lot of ideas, but a high-fantasy setting seems to be what my mind is leaning towards in the end.
A: The archives opened up some years if not decades apart for various intentional and unintentional reasons, with your (the player's) archives opening up last.
2. Why different races? Why not archive pure Hyllär descendants? If they were so advanced, why didn't they cryo-freeze themselves like in A CERTAIN GAME that was recently released?
A: That's a plot secret.
3. Do we know who the Hyllärians were? What happened to them? Why are we in medieval times?
A: Nope. When the archives released your people, you knew nothing from before you awoke except sudden sporadic memory flashes granting you knowledge on such things as how to speak, wield a hammer, build a house, tame animals etcetera. Medieval-age limited knowledge.
4. You stole most of the rules from Fallen Star, didn't you, you dirty thief.
A: Yes. But not for the wrong reasons. I loved playing Fallen Star, and Decamper's (the maker of FS) game rules were a real inspiration in terms of making this game.
5. Can I build several upgrades of a building immediately? Village into Metropolis?
A: Heavens, no. One upgrade at a time. Village to Small Town to Large Town to Small City to Large City to Metropolis.
6. Can I recruit soldiers or special soldiers if I'm making the required building in the same turn?
A: Yes, you can. If you make a barracks T1, you can recruit the amount of soldiers it supports T1
7. Can I use my soldiers in the same turn as I recruit them?
A: No. They'll be available the next turn for whatever mischief you have planned.
8. Resource production. Does new resource buildings instantly add to my resource production the same turn they are made? If I have 1 mine T0 and construct an additional 2 that turn, will the mines immediately start boosting my income for T1, ready for use?
A: Yes, they will.
9. Can I erect more than one settlement (village, mine, fort, camp) per turn?
A: No. One settlement each turn.
A: Yes, they will.
10. You've been making a lot of half-baked games lately.
A: Yeah, I know. Apologies on that. I tend to get a lot of ideas, but a high-fantasy setting seems to be what my mind is leaning towards in the end.