Trektek
Happy Necromancer
Every Nation starts with 6 Resources, 10 Population, 4 Tier 1 Troops
All Colonizers will get an extra +2 Resources from their home country every turn
Nations with Mandatory Military Service can draw upon half additional population for soldiers by taking from civilians (ex: Pop currently 10, can take up to 15 Pop)
Nations with Strategic Alliances decrease demands to gain alliances from NPC nations
Nations with Natural Connection turn and cost decrease by 1 to Build New Settlements and Structures
Nations with Mandatory Education for Magic Sensitive gain additional bonus for magical attacks and decrease cost for magical troops by 1
Nations with Isolationism/Diplomatic Intolerance/Xenophobic gain a bonus to defense but increase demands on NPC nations for peaceful relations
Nations that are Nomadic have no permanent territory and as such when they move on take their territory with them (Only control territory that has troops/forces in it and only count as having 1 city without defense bonus.) They gain +1 coin/2 fields that they currently control
Nations with Cultural and Technological Development can perform one extra 1 turn action if it involves change/add a policy, change religion or begin developing era appropriate structure/equipment
Nations with The Warmth of All Living gain +1 spread of their religion and a bonus to magical abilities
Nations with Nurture of Nature can create forest tiles in a 9 turn action
Nations with Industrious Infrastructure Decrease cost to build and upgrade by 2 to a minimum of 1. Time remains the same.
Nations gain 2 Resources for each turn naturally. Gain additional 1 resource per turn based on resources from Mountains and Forests. Gain 10 resources by razing/sacking a city. Population goes up by 2/city each turn. Gain 2 resources/trade route every turn. Exploring new locations such as ruins/caves can gain additional resources or additional resource/turn depending on discovery.
Options for each turn include:
Develop era appropriate structure/equipment (2 turns)(No cost)
Build structure(1 turn)( Cost 2 Resources)
Diplomacy (which may be done with fellow players or NPC nations in side chats, just give me the highlights and what was agreed upon so that I can write something up.)(Free Action)
Train Infantry (Cost 2 Resources)
Train Ranged(Cost 3 Resources) Always attack fiirst
Train Cavalry (Cost 4 Resources) Move +1 square on the map and +1 to attack roll versus standard infantry.
Train Artillery (Cost 5 Resources and 2 turns to build). Attack twice with this unit.
Train Monsters (Cost 10 Resources and 5 turns to build). Attack three times with this unit and takes two attacks to kill.
Train Elites (Cost 10 Resources and 5 turns to build.) May take an additional unit trait.
Change Policy/ Add new policy (1turn) Max of up to 3 Policies
Change Major Religion (1 turn)
Upgrade City (When resources are appropriate enough. Takes 3 turns)(Cost 5 Resources)
Build new settlement (2 turns)(Cost 3 coins)
Develop New trade Routes(1 turn)(Cost 2 coin) Gains 2 coins per turn per route)
Move troops 1 space (1 turn )
Move Cavalry troops (2 movement/turn)
Attack troops or settlement (1 turn)
Siege a city( 1 turn to initiate) (9 turns til city gives in to siege)
Train Naval ship (2 turns)(Cost 2 Coins)
Move Naval ship (2 movement/turn)
Explore discovered ruins/cave (Free Action)
Hire Mercenary Troops (3/turn but uses additional coin and requires upkeep every turn)(Cost 3 Resources on original turn with 2 Resources/turn upkeep)
Move Airship (4 movement/turn)
Raiding can be done 1 space away from a settlement and gives 1 resource per turn. Raiding factions also gain +1 when they raid settlements in forests or mountains, and can still roll on the great success table. No cooldown. They roll and on a 8+ can either gain 2 resources, damage a building or kill 3 pop
Defenses can be built to decrease the amount stolen and eventually block it will together
Raiding can only be done once a turn.
Instead of raiding, enslavement can be performed. This causes the settlement to lose 2 population and the nation that performed enslavement gains 2 slave units. These can be recovered if they are left unattended or the nation that captured them has their troops defeated.
Assassins: can be used to assassinate Leaders, heroes, or Elite Troops. Succeed on an 8+, however units with additional hp such as Heroes and Leaders require multiple successful attempts to assassinate. Failure on any rolls results in the failure and elimination of the assassin. Max of only 3 Assassins per nation. Assassins cost 15 resources
Leader Unit: The leader of a nation Has 3 hp 2 abilities If Leader Unit is killed, major event happens within the nation as determined by GM Hero Unit: Powerful warriors within a nation Has 2 HP 1 ability
Different types of settlements:
Normal Settlement: +2 Population, 1 Defense
Military Settlement: -1 turn to train/-1 resources. 2 Defense. No population gain
Farming Settlement: +2 resources. 4 Population. No defenses
Mining Settlement: +4 resources. No population gain. Can only be built in the mountains.
Port City: -1 turn/-1 resources to build boats and 1 free Light Boat Unit at creation.
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