Nation-Building
Introduction
In this chapter you will learn how to construct
the nations created during the World-Building
process. We will adopt the following definition
of a nation (taken from the Merriam New Collegiate
Dictionary): "A contiguous geographical
area comprising a number of societies that
possess the same or similar traits or that
share a dominant cultural orientation."
Thus nation building is directly involved
with the creation of cultures.
There are two ways of building nations in
Borigon. The first option is to use current
information about an existing nation to create
the atmosphere of your game, this is most
useful for contemporary or historical games.
Ignore steps 4, 5, 6.
The second method is to use each step in
the Nation-Building process described below.
Nation-Building Steps
- Develop a name for your nation.
- Develop a basic concept for your nation.
Describe how your nation has adapted to its
environment. Think carefully about the environment
and what the people would need to survive
in that environment. Make a list of things
necessary for survival and determine what
the people of your nation could reasonably
learn. What would nature (or supernatural
forces) provide for the nation to survive?
- Make a rough sketch-map of the nation.
- Determine the initial population of the nation.
This also tells you how many Inhabitant Points
(IP) you start with. Every 100 inhabitants
produces one IP.
- Determine the languages and dialects that
are being spoken. These can be along ethnic
lines, cultural lines, or both.
- Determine the length of a cycle. A cycle
is a measure of the rise and fall of the
nation you are construction. The life of
a nation may have numerous cycles to work
through. It is suggested that the length
of a cycle not be more than 5 times the lifespan
of the race (where appropriate). Every 100
years of the cycle will give back one Nation
Point (NP) (to be spent on getting specific
things for your nation).
- Work through the cycles of development.
Cycles of National Development
Each nation goes through weak periods and
strong periods. The nation may go through
several birth phases following declines.
New regimes come into power, and then fade
away.
The Birth Phase
Every nation starts in the Birth Phase, this
is characterized by the following steps of
development (given as an example above):
- Add 10 to the NP due to your cycle length.
The result is the total number of NP available
for the birth phase of your nation.
- Modify your starting national attributes
(if this is the first birth phase then all
national attributes start at 0 and must be
modified to be improved). At this stage the
attributes cost 1 NP per pip (and these are
created and paid for just like skills).
- Choose or change the habitation form of your
nation according to habitation-building below.
- Invent a story about how your nation got
started (or got to its present form).
- Purchase new national paths with NP.
- Purchase national conditions with NP (or
gain NP back if you choose a detriment).
- Modify existing national abilities and conditions.
- Purchase national adventures (bee National
Adventures below).
- Purchase a reduction in the cycle time (1
century per NP spent), this is optional.
When you have worked through this phase decide
if you want to go on to the next.
The Youth Phase
The second development phase is called the
Youth Phase, and is characterized by rapid
development. Here are the steps:
- Add 20 to the NP due to your cycle length.
The result is the total number of NP available
for the youth stage of your nation.
- Improve your national attributes at a cost
of 1 pip per 3 NP spent.
- Purchase the form of your nation, if it is
to be different from that in the Birth Phase.
- Distrubute the population.
- Invent a story about how your nation has
changed.
- Purchase new national paths, including new
projects. You can also use this to modify
existing national facilities and conditions.
- Purchase national adventures.
- Purchase a reduction in the cycle time (1
century per NP spent).
The Development Phase
The third phase is called the Development
phase, and is characterized by a nation struggles
to survive. It has surpassed its meager beginnings
and is taking on a life of its own.
- Add 20 to the NP due to your cycle length.
The result is the total number of NP available
for the developing stage of your nation.
- Improve your attributes at a cost of 1 pip
per 3 NP spent.
- Purchase the form of your nation, if it is
different from that in the Youth Phase.
- Distrubute the population.
- Invent a story about how your nation has
changed.
- Purchase new national paths, including new
projects. You can also use this to modify
existing national facilities and conditions.
- Purchase a reduction in the cycle time (1
century per NP spent).
The Mature Phase
The fourth phase is the Mature Phase. Here
a nation comes into it own. It is no longer
threatening to collapse.
- Add 30 to the NP due to your cycle length.
The result is the total number of NP available
for the mature stage of your nation.
- Improve your attributes at a cost of 1 pip
per 3 NP spent.
- Purchase the form of your nation, if it is
different from that in the Developing Stage.
- Distrubute the population.
- Invent a story about how your nation has
changed.
- Purchase new national paths, including new
projects. You can also use this to modify
existing national facilities and conditions.
- Purchase a reduction in the cycle time (1
century per NP spent).
- Invent some Great Achievement.
The Golden Age
The next phase is the Golden Age of the nation.
Here a nation is at its height both politically
and socially. It is expanding on all fronts
with many new developments and achievements.
- Add 40 to the NP due to your cycle length.
The result is the total number of NP available
for the Golden Age of your nation.
- Improve your attributes at a cost of 1 increase
per 3 NP spent.
- Purchase the form of your nation, if it is
different from that in the Mature Stage.
- Distrubute the population.
- Invent a story about how your nation has
changed.
- Purchase new national paths, including new
projects. You can also use this to modify
existing national facilities and conditions.
- Purchase a reduction in the cycle time (1
century per NP spent).
- Invent some Great Achievement.
Old Age
The next phase is Old Age. Here a nation
is beginning its decline. It has overreached
itself, or maybe there has been a catastrophe
of some kind. In this phase of development
your land gains some detrimental condition
(of your choice) with no NP gained from it.
- Add 20 to the NP due to your cycle length.
- Improve your attributes at a cost of 1 increase
per 10 NP spent.
- Purchase the form of your nation, if it is
different from that in the Golden Age.
- Distrubute the population.
- Invent a story about how your nation has
changed.
- Purchase new national paths, including new
projects. You can also use this to modify
existing national facilities and conditions.
- Purchase a reduction in the cycle time (1
century per NP spent).
- Lose 1d10 levels of national abilities and
conditions (this may not be used to reduce
detriments, though detriments can be increased
with these points).
Twilight
The final phase is Twilight. Here a nation
is at the end of its current incarnation,
it may rise again or something new may arise
out of its ruin. In this phase of development
your land gains some detrimental condition
(of your choice) with no NP gained from it.
- Add 10 to the NP due to your cycle length.
- Improve your starting attributes at a cost
of 1 increase per 10 NP spent.
- Purchase the form of your nation, if it is
different from that in Old Age.
- Invent a story about how your nation has
changed.
- Distrubute the population.
- Purchase new national paths, including new
projects. You can also use this to modify
existing national facilities and conditions.
- Purchase a reduction in the cycle time (1
century per NP spent).
- Roll on Random Events Table.
- Lose 2d10 levels of national abilities and
conditions (this may not be used to reduce
detriments, though detriments can be increased
with these points).
You may then begin a new cycle with the Birth
Phase for the next cycle of your nation,
or you may build a new nation out of its
ruins.
National Attributes
The attributes listed below determine the
emphasis placed on certain endeavors made
by a nation or a society. These are very
important for all of the abilities listed
later are based upon these. All attributes
begin at a value of 0. The attributes are:
- Culture and Arts (CA): This is an emphasis
on social structures, historical scholarship,
and esthetic expression. Every five levels
of CA results in one pip of Decadence (defined
as a tendency for self-indulgence), this
will result in the development of one rebel
per level of Decadence. You can use NP to
buy down the level of Decadence (representing
works to instill public spirit and pride).
Such an act is considered a project (see
below).
- Commerce (CM): This is an emphasis on trade.
Every five levels of CM results in one pip
of Greed, this will result in the development
of one rebel per level of Greed. You can
use NP to buy down the level of Greed (representing
works to instill charity and a spirit of
giving). Such an act is considered a project
(see below).
- Government (GV): This is an emphasis on order
in the society. Every five levels of GV results
in one pip of Corruption (defined as a lust
for power and influence), this will result
in the development of one rebel per level
of Corruption. You can use NP to buy down
the level of Corruption (representing works
to instill public spirit and lawfullness).
Such an act is considered a project (see
below).
- Industry (ID): This is an emphasis on manufacturing
of goods. Every five levels of IN results
in one pip of Pollution (defined as a corruption
of natural resources), this will result in
either the development of one rebel or the
loss of one pip of IN per level of Pollution.
You can use NP to buy down the level of Pollution
(representing works to clean and protect
the resources of the nation). Such an act
is considered a project (see below).
- Military (ML): This is an emphasis on defense
and/or conquest. Every five levels of ML
results in one pip of Militancy (defined
as violent radicalism), this will result
in the development of one rebel. You can
use NP to buy down the level of Militancy
(representing works to hunt out militant
radicals). Such an act is considered a project
(see below).
- Powers (PW): This is an emphasis on personal
power gained through the development of the
mind, or the manipulation of supernatural
forces, or organized worship and the powers
gained from such worship. Every five levels
of PW results in either one pip of Greed,
Decadence, Corruption, Pollution, Unrest,
Distrust, or Radical Fundamentalism; either
will result in the development of one rebel.
You can use NP to buy down the level of these
detriments (representing works to improve
the the nation). Such an act is considered
a project (see below).
- Science and Technology (ST): This is an emphasis
on understanding and manipulating nature.
Every five levels of ST results in either
one pip of Greed, one pip of Anti-Power Fervor,
or one pip of Anti-Technology Fervor; either
of which will result in the development of
one rebel. You can use NP to buy down the
level of Anti-Technology Fervor (representing
works to improve the tolerance and understanding
of the nation). Such an act is considered
a project (see below).
- Transportation and Infrastructure (TI): This
is an emphasis on the movement of goods and
services. Every five levels of TI results
in one pip of Banditry resulting in one rebel.
You can use NP to buy down the level of Banditry
(representing works to improve the security
of transport systems). Such an act is considered
a project (see below).
National Paths and the Modification of Abilities
and Conditions
A path is the means by which the abilities
and assets of a nation are acquired. These
are analagous to the Life Paths of character
development. Choose the path, and then spend
the number of NP you wish on the chosen path.
This is handled just like Character Life
Paths. For every NP spent on a path you can
purchase assets from each of the national/societal
attributes, conditions, and then resources.
These are created just like skills or conditions,
where NP is used just like HP. If an ability
is based on a national attribute, then it
starts with the score in that attribute.
If attributes are raised at a later date,
then that many pips are applied to the ability.
With every full increase in a score a new
asset will be developed that is related to
the ability.
Adverse abilities can be purchased, they
return NP at the same rate that most abilities
subtract it.
For each ability gained, explain why an ability
is acquired and how.
- Compassionate: The emphasis of the nation
is on a very humane approach to life.
- Criminalistic: The emphasis of the nation
is that the rules of other cultures are meaningless,
and that it is fine to do as one wishes.
Gain the condition Distrusted (other nations
will not deal with this nation without significant
verification of any claims they make).
- Cultural Growth: The emphasis of the nation
is on its own development.
- Defensive: The emphasis of the nation is
on self-protection.
- Expansionist: The emphasis of the nation
is on conquest, exploration, and settling
new lands.
- Governmental Growth: The emphasis of the
nation is on a strong government.
- Honorable: The emphasis of the nation is
on moral integrity.
- Individualistic: The emphasis of the nation
is on individual rights and freedoms.
- Industrialist: The emphasis of the nation
is on the production of goods and services.
- Isolationist: The emphasis of the nation
is on shutting itself off from its neighbors.
Gain the condition Suspicious (The nation
will not usually trust any other nation).
- Magical: The emphasis of the nation is on
the detection and control of supernatural
forces.
- Mercantile: The emphasis of the nation is
on the trade of goods and services.
- Psychic: The emphasis of the nation is on
the powers of the mind.
- Religious: The emphasis of the nation is
to follow a divine force or doctrine. Gain
the condition Devout (The nation will do
nothing that is opposed to the rules of the
divine).
- Scholarly: The emphasis of the nation is
in seeking out knowledge.
- Scientific/Technological: The emphasis of
the nation is on learning about and attempting
to control the world around them.
- Warlike: The emphasis of the nation is to
follow the way of the warrior.
Support from Population
NP can be used to increase the overall populace
of the nation by 1%. If this is done then
that point has been expended and may not
be used for anything else.
Every hundred population produces a single
Inhabitant Point (IP). IPs are used to support
various activities. There are five voluntary
classes of IP: Food, resource, facility,
project, and military/security. There is
a sixth category of IP, the rebel; this occurs
when the populace becomes hostile to the
government, see below for details.
You must have one quarter as many food IP
as you have total IP. This number can be
reduced by one for every basic food-oriented
facility level (see below), by two for every
difficult food-oriented facility level, and
by four for every extreme food-oriented facility
level. Failure to do this results in the
death of any excess IP. One way to mitigate
this is to employ slavers and prey upon a
neighboring nation to gather slaves to make
up the necessary IP. If a race has an easy
capability to live off the land (such as
a skill of 2+ in survival), they do not suffer
this penalty, instead any surplus IP spend
their time gathering food. If a race is considered
superb at gathering food (such as a skill
of 4+ in survival), they do not suffer any
detriment and those IP can be used for other
purposes. Another way is to immediately purchase
a population increase to cover the shortfall,
this is only an option if you have the NP
available to do it.
You must divide the number of resource IPs
by the number of national resources (see
below for details). If you cannot do this,
those resources are untapped. Slaves or a
population increase can also be employed
here to mitigate any shortfall.
You must have at least one facility IP for
every national facility you develop. If you
cannot do this, the excess facilities fall
into disrepair. Slaves or a population increase
can be employed to mitigate this shortfall.
You must have at least one project IP for
every national project you develop. Every
IP you apply to a specific project increases
its chance of success. Slaves or a population
increase can be employed for project IPs.
You must have one military/security IP to
raise every hundred soldiers/police. Slaves
or a population increase can be employed
for this purpose.
You must have one military/security IP to
raise every hundred soldiers/police. Slaves
or a population increase can be employed
for this purpose.
It is always advisable to leave some IP left
over for the possibility of rebels.
National Resources
National resources fall into one of two categories:
Natural and Supernatural. The level of a
resource is the quantity of IN it will provide.
A natural resource is one that requires no
power to develop it. You can discover such
a national resource by spending one NP to
locate it. At this point you describe the
resource in detail. This can be anything
you can imagine, so long as it can be used
by anyone with only mundane abilities. If
the resource is described as being rare (such
as a gold mine, or a source of gems), then
you must assign a single IP to be able to
develop it by one pip (it is a basic resource).
If the resource is everywhere (such as a
particularly good tree for construction materials),
then you must spend three IP to develop it
by one pip (it is an extreme resource). If
the resource is somewhere in between (say
a type of mineral spring that produces good
water), then you must spend two IP to develop
it by one pip (t is a difficult resource).
A supernatural resource is one that requires
power to develop it and/or confers power
to others. The only Development Points that
can be used for supernatural resources are
MM, PS, or RL. It requires two such points
to discover such a resource. You must then
describe the resource in detail. If the resource
is rare (such as a magical spring that confers
the ability to dream the future) then you
must use two of the appropriate IP to develop
it by one pip (it is a basic supernatural
resource). If the resource is common (a magical
metal suitable for making magical weapons,
for example) then you must expend six appropriate
IP to develop it by one pip (it is a extreme
supernatural resource). If it is somewhere
in between (say, you have discovered a healing
herb) it takes four IP to develop it by one
pip (it is a difficult supernatural resource).
Note that these costs are for a single benefit,
if a resource produces many such benefits
then the cost must be paid for each such
benefit.
When something has been developed as a national
resource the benefits of it may be used by
the entire nation.
National Facilities and Projects
NPs may be used to develop national facilities
and projects that are appropriate to the
category from which the points originate.
The cost of a national project or facility
is one NP for basic facilities, two NP for
difficult facilities, and three NP for extreme
facilities, double these costs for power
projects. To determine if a project has succeeded
for the next Development Cycle take the number
of IP you have applied to the project as
a base, add one for each previous cycle you
have attempted this project, subtract one
for difficult projects and two for extreme
projects, then subtract a d10 roll. Any positive
result is a success. A success indicates
that you may construct a national facility
in the next phase.
- Professions-High Magic (any) (b): The nation/society
has developed a profession combining high
magic skills and tools into a single individual
for a specific goal. See the Profession Building
system to design each profession.
- Professions-Low Magic (any) (b): The nation/society
has developed a profession combining low-magic
skills and tools into a single individual
for a specific goal. See the Profession Building
system to design each profession.
- Professions-Mundane (any) (b): The nation/society
has developed a profession combining mundane
skills and tools into a single individual
for a specific goal. See the Profession Building
system to design each profession.
- Professions-Psychic (any) (d): The nation/society
has developed a profession combining psychic
skills and tools into a single individual
for a specific goal. See the Profession Building
system to design each profession.
- Professions-Religious (any) (b): The nation/society
has developed a profession combining religious
skills and tools into a single individual
for a specific goal. See the Profession Building
system to design each profession.
- Professions-Spirit Magic (any) (b): The nation/society
has developed a profession combining spirit
magic skills and tools into a single individual
for a specific goal. See the Profession Building
system to design each profession.
- Artforms (CA) (b): The ability to create
esthetically pleasing and/or socially significant
forms of art. Some examples of artforms are
architecture, painting, sculpting, calligraphy,
etc.
- Calendar (CA) (b): The ability to organize
time effectively. You must design the calendar
for the society at this point.
- Reduce Decadence (CA) (b): The development
of works to instill public spirit and pride.
The effect reduces the level of decadence.
- Holidays (CA) (d): The nation/society deems
that certain days are worthy of celebration
for historical, political, or religious purposes.
The nation must already have a calendar.
- Language (CA) (b): The nation/society has
developed a means of communicating.
- Libraries (CA) (e): The nation/society has
developed places to store information. This
facility requires Structures and Writing.
- Museums: (CA) (e) The nation/society has
developed places to store and display artifacts.
This facility requires Structures and Artforms.
- Schools (CA) (d): The nation/society has
developed organized places of learning. This
facility requires Structures and Teachers.
- Scribes (CA) (d): The nation/society has
developed people who will copy written texts
or messages. The nation must have already
developed writing.
- Social Functions (CA) (b): The nation/society
has developed cultural events of importance.
These might be daily activities (like washing
before meals) or it they be common practices
(like greeting someone with a handshake).
- Standards of Behavior (CA) (d): The nation/society
has determined what is appropriate personal
behavior in public.
- Teachers (CA) (b): The nation/society has
individuals who instruct others.
- Writing (CA) (b): The nation/society has
developed a written version of its language
and the tools for producing such writing.
- Accounting Practices (CM) (e): The nation/society
has enacted rules to keep track of the flow
of goods and currency.
- Appraisal (CM) (b): The nation/society has
developed a system of establishing the value
of goods and services.
- Bargaining (CM) (b): The nation/society has
developed a system of argument to arrive
at a fair value for goods and services.
- Bazaar (CM) (b): The nation/society has developed
a place where monthly, weekly, or daily trade
is performed. These tend to be large open
areas and can be randomly populated by traders,
or they can be organized in some way.
- Credit (CM) (e): The nation/society has developed
the idea of purchase by credit. This requires
Accounting Practices and Moneylending.
- Currency (CM) (b): The nation/society has
developed an abstract system of valuation
for goods and services.
- Merchant Houses (CM) (e): The nation/society
has developed powerful groups of merchants
who control a large amount of the trade that
occurs. This facility requires Trade Shops.
- Moneylending (CM) (d): The nation/society
has gained the concept of borrowing money.
Requires currency.
- Reduce Greed (CM) (e): The nation/society
is producing works to instill charity and
a spirit of giving. Reduce the level of greed.
- Trade Shops (CM) (d): The nation/society
has developed facilities to perform specific
trades. This facility requires Craftsmen.
- Trade Guilds (CM) (e): The nation/society
has developed secretive guilds that protect
specialized crafts and professions.
- Trade Routes (CM) (b): The nation/society
has developed specific trade agreements with
other nations.
- Codes and Ciphers (GV) (d): The nation/society
has developed methods of concealing messages.
- Communal Government (GV) (b): This is a form
of government where all inhabitants look
out for each other as needed.
- Corporate Government (GV) (e): The government
is run by business interests.
- Customs and Taboos (GV) (b): The nation/society
has a set of rules that must be followed.
- Democracy (GV) (d): The government is run
by the people who are called upon to vote
on all matters of state.
- Detectives (GV) (e): The government has improved
the existing police force to include detectives.
The nation must have Police to get detectives.
- Dictatorship (GV) (b): The government is
run by an individual.
- Diplomacy (GV) (d): The government has learned
to negotiate with other nations or peoples.
- Espionage (GV) (d): The government has developed
the craft of spying.
- Feudal Government (GV) (b): The government
is composed of a series of fiefdoms under
the command of nobility, who are in turn
ruled by successively more powerful nobles.
- Government Buildings (GV) (b): The government
has decided to raise structures for its various
functions. This facility requires Structures.
- Laws (GV) (b): The government has established
specific rules of conduct. Violation of such
rules will carry some sort of penalty. Requires
Customs and Taboos.
- Mints (GV) (b): The government has developed
specific places where currency is produced.
This facility requires Currency, Factories,
and Government Buildings.
- Monarchy (GV) (d): The nation/society is
ruled by a single individual. In some situations
this individual will have to answer to a
council of statesmen of politicians who balance
the power of the monarch.
- Police (GV) (d): The government has a force
of individuals trained to uphold the law.
Requires Laws.
- Prisons (GV) (d): The government has designed
places where those who break the law are
to be held. This facuility requires Police
(see National Projects below) and Government
Buildings.
- Reduce Corruption (b): The government has
designed works to instill public spirit and
lawfullness.
- Republic (GV) (d): The government is comprised
of people elected by the general populace
to represent their wishes and to make decisions
on their behalf.
- Spy Network (GV) (e): The government has
developed a system of spies. Requires Espionage.
- Agriculture (ID) (b): The nation/society
no longer relies upon foraging, it has learned
to cultivate its own fruits and vegetables.
Requires a mundane raw material (at least
one crop) and tools.
- Craftsmen (ID) (b): The nation/society has
developed individuals who are expert in a
particular craft. This facility requires
Tools.
- Factories (ID) (d): The nation/society has
developed facilities for producing certain
goods. This facility requires Structures
and Craftsmen.
- Farms (ID) (b): The nation/society has developed
places where agriculture is practiced. This
facility requires Agriculture.
- Herds (ID) (b): The nation/society no longer
relies upon foraging, it has learned to cultivate
herds of domesticated animals for food and
as beasts of burden. This facility requires
a mundane raw material (food beast or beast
of burden).
- Hunting (ID) (b): The nation/society no longer
relies upon foraging, it has learned to hunt
using available weapons. Requires a mundane
raw material (game animal) and weapons.
- Mass Production (ID) (e): The production
of large quantities of goods, with a slight
downgrade in craftsmanship (-1 to production
rolls). Requires Factories.
- works to clean and protect the resources
of the nation
- Reduce Pollution (ID) (b): These are works
to clean and protect the resources of the
nation.
- Structures (ID) (b): The nation/society has
learned to make buildings out of various
materials on hand. This facility requires
Tools.
- Tools (ID) (b): The development of devices
to extend the abilities of the race.
- Amphibious Operations (ML) (e): The nation/society
has developed techniques and equipment to
land troops on hostile shores. Requires Fleets,
Regiments, Naval Strategy, Strategy, and
Logistics.
- Armies (ML) (e): The nation/society has developed
organized military structures built out of
combinations of brigades and smaller units.
This facility requires Brigades.
- Armor (ML) (b): The nation/society has developed
protective coverings. Requires a suitable
raw material and Craftsmen.
- Artillery Batteries (ML) (d): The nation/society
has developed organized groups of artillery
weapons. This facility requires both some
artillery weapon and Companies.
- Artillery Weapons (ML) (d): The nation/society
has developed weapons for use against fortifications
or that can attack large numbers of troops
at once. This facility requires suitable
raw materials for the weapon and its ammunition,
and Craftsmen for each.
- Brigades (ML) (e): The nation/society has
developed organized military structures built
out of regiments or smaller units. This facility
requires Regiments.
- Companies (ML) (d): The nation/society has
developed organized military structures built
out of platoons and squads. This facility
requires Platoons.
- Fleets (ML) (e): The nation/society has developed
a naval force consisting of several flotillas.
This facility requires Flotillas.
- Flotillas (ML) (d): The nation/society has
developed groups of similar warships. This
facility requires Warships.
- Fortifications (ML) (b): The nation/society
has developed organized structures designed
to protect the inhabitants from incoming
enemy forces and allowing the inhabitants
to inflict heavy losses on the enemy. This
facility requires suitable raw materials
and Craftsmen.
- Logistics (ML) (d): The nation/society has
developed transport and supply capabilities.
Requires Military Operational Planning.
- Military Operational Planning (ML) (d): The
nation/society has developed a doctrine for
planning military operations. Requires Tactics.
- Naval Strategy (ML) (e): The nation/society
has developed concepts of how to protect
its sea lanes and coasts from enemy naval
forces, and how to project its own naval
forces when necessary.
- Naval Tactics (ML) (d): The nation/society
has developed ideas about how to use warships
in battle.
- Observation Posts (ML) (b): The nation/society
has developed observation posts to guard
it frontiers. This facility requires Structures.
- Platoons (ML) (b): The nation/society has
developed organized military structures composed
of squads. This facility requires Squads.
- Reduce Militancy (ML) (b): The nation/society
has developed works to hunt out militant
radicals
- Regiments (ML) (d): The nation/society has
developed organized military structures composed
of companies. This facility requires Companies.
- Squads (ML) (b): The nation/society has developed
organized military structures composed of
small groups of up to a dozen soldiers. This
facility requires Weapons and Tactics.
- Strategy (ML) (e): The nation/society has
developed doctrines to fight a war.
- Tactics (ML) (b): The nation/society has
developed doctrines to fight battles.
- Warships (ML) (b): The nation/society has
developed combat ships. This facility requires
Coastal Ships and Craftsmen.
- Weapons (ML) (b): The nation/society has
designed tools meant to inflict loss of life.
Requires suitable raw materials and craftsmen.
- General Increase in MP (PW) (e): The nation/society
has increased its MP by one point. Requires
General Practice of Magic.
- General Interest in Magic (PW) (d): Magic
has become a national/societal hobby. Requires
Public Acceptance of Magic.
- General Practice of Magic (PW) (e): Magic
has become a standard practice for the nation/society.
Requires General Interest in Magic.
- High Magic Power (PW) (e): The nation/society
has developed a high magic power.
- Individual Magician (PW) (b): Individual
magicians have come forward to serve the
community.
- Low Magic Power (PW) (e): The nation/society
has developed a low magic power.
- Magic Item in General Production (PW) (e):
A specific magical device is available for
purchase for a reasonable price. This facility
requires General Practice of Magic (see National
Projects below).
- Magic Item in Limited Production (PW) (d):
A specific magical device is available for
purchase for a very high price. This facility
requires General Interest in Magic (see National
Projects below).
- Magical Guild (PW) (e): A group of magicians
has organized and taken up residence to serve
the community. This facility requires Magical
School.
- Magical School (PW) (d): A magician has opened
up a school of magic. This facility requires
individual magicians.
- Place of Power (PW) (d): The nation/society
has developed a place of magical power.
- Public Acceptance of Magic (PW) (b): The
nation/society views magic as an acceptable
practice.
- Reduce Greed or Corruption (PW) (b): The
nation has produced works to improve the
altruistic spirit of the nation.
- Spirit Magic Power (PW) (e): The nation/society
has developed a spirit magic power.
- General Increase in PY (PW) (e): The nation/society
has a general increase of 1 PY. Requires
General Practice of Psychic Skills.
- General Interest in Psychic Powers (PW) (d):
Psychic powers have become a national/societal
hobby. Requires Psychic Skill has become
Widespread.
- General Practice of Psychic Skills (PW) (e):
Psychic powers have become a standard practice
for the nation/society. Requires General
Interest in Psychic Powers.
- Individual Psychic (PW) (b): There are individuals
who practice psychic powers.
- Places of Psychic Power (PW) (e): The nation/society
has discovered some place(s) endowed with
some sort of psychic power or some enhancement
to existing psychic powers.
- Psychic Guild (PW) (e): Psychics have organized
a powerful political structure to represent
their needs. This facility requires Psychic
School.
- Psychic Power Item in General Production
(PW) (e): The nation/society has produced
a psychic device that is available for purchase
at a very high price. This facility requires
Psychic Power Item in Limited Production.
- Psychic Power Item in Limited Production
(PW) (d): The nation/society has produced
a psychic device that is available for purchase
at a very high price. This facility requires
Public Acceptance of Psychic Powers.
- Psychic School (PW) (e): Psychics have organized
schools for the development of psychic powers.
This facility requires Individual psychics.
- Psychic Skill is Manifest (PW) (b): The nation/society
has numerous individuals who display a particular
basic psychic skill.
- Psychic Skill is Widespread (PW) (d): The
nation/society learned to awaken a basic
psychic skill. There is a chance equal to
the cultural skill level that an individual
will have this skill. Requires Public Acceptance
of Psychic Powers.
- Public Acceptance of Psychic Powers (PW)
(b): The public views psychic powers as a
normal part of life.
- Reduce Greed or Corruption (PW) (b): The
nation has produced works to improve the
altruistic spirit of the nation.
- A Great Hero has Been Born (PW) (d): The
gods have produced a hero with a Legendary
Destiny to perform some specific task. You
can roll on the skill level to determine
if this task is met.
- A Hero has Been Born (PW) (b): The spirits
have produced a hero with a Great Destiny
to perform some specific task. You can roll
on the skill level at -3 to determine if
this task is met.
- An Existing God has Produced a Demigod (PW)
(b): An existing god has mated with some
lesser being to produce an offspring.
- Communion (PW) (e): Techniques have been
developed to contact a specific god directly.
- Development of a Theology (PW) (b): A specific
set of doctrines and mythology has been developed
about a specific god.
- General Interest in a Religion (PW) (d):
The nation/society considers a religion worthy
of worship. Requires Public Acceptance of
a Religion.
- General Practice of a Religion (PW) (e):
The nation/society has taken up this religion
as their faith. Requires General Interest
in a Religion and Temple.
- Individual Clergy (PW) (b): Individual spiritual/religious
leaders have come forward to represent their
faith.
- Item of Power Granted (PW) (d): The subject
of a religion (spirit or god) has granted
a powerful item to the nation/society.
- New God or Group of Gods (PW) (d): A new
deity or collection of deities has been discovered
and studied.
- New Spirit or Class of Spirits (PW) (b):
A new spiritual being or collection of spiritual
beings has been discovered and studied.
- Public Acceptance of a Religion (PW) (b):
The public views a religion as a normal part
of life. Requires Individual Clergy.
- Reduce Radical Fundamentalism (PW) (b): The
nation produces works to improve the tolerance
and understanding of the nation.
- Relic (PW) (e): The religion has discovered
an item of divine origin.
- Religious Item in General Production (PW)
(e): An item of religious power is available
for purchase at a reasonable price. This
facility requires General Practice of a Religion
(see National Projects below) and Religious
Item in Limited Production.
- Religious Item in Limited Production (PW)
(d): An item of religious power is available
for purchase at a high price. This facility
requires Temple.
- Religious Text (PW) (b): A religious text
describing the theology of a particular religion
has been written.
- Religious Text in General Production (PW)
(e): A religious text is available for purchase
at a reasonable price. This facility requires
General Practice of a Religion (see National
Projects below) and Religious Text in Limited
Production.
- Religious Text in Limited Production (PW)
(d): A religious text is available for purchase
at a high price. This facility requires Religious
Text.
- Religious Magic Power (PW) (b): The nation/society
has developed a religious magic power.
- Sacred Place (PW) (b): A certain place is
viewed as being of religious significance.
- Shrine (PW) (b): The practice of erecting
small shelters in holy places or in population
centers to worship. This facility requires
spirits or gods, and Theology.
- Temple (PW) (b): The nation/society has developed
places of organized worship. This facility
requires Individual Clergy and Structures.
- Laboratory (ST) (e): The nation/society has
developed the concept of an organized place
to research a specific science. This facility
requires Structures and Science.
- Logic (ST) (b): The nation/society has devised
rules of organized thought.
- Mathematics (ST) (d): The nation/society
has standardized techniques to perform calculations
and to treat concepts in an abstract way.
Requires Logic.
- Reduce Anti-technology Fervor (ST) (b): The
nation produces works to improve the tolerance
and understanding of the nation.
- Scholarship (ST) (b): The nation/society
has developed the gathering of knowledge.
- Science (ST) (d): The nation/society has
developed a specific science. Requires Scientific
Method and Scholarship.
- Scientific Method (ST) (b): The nation/society
has developed an organized and systematic
method for solving scientific problems.
- Technology (ST) (e): The nation/society has
decided to incorporate the latest knowledge
and science in the pursuit of new tools.
Requires Science and Tools.
- Advanced Vehicles (TI) (e): The nation/society
has improved upon a specific type of current
vehicle. This facility requires Animal-Drawn
Carts or Deep-Sea Ships. If the technological
and scientific achievements warrant it, air
or space vehicles can be developed.
- Animal-Drawn Carts (TI) (b): The nation/society
has learned to use animals to pull small
vehicles. Must have Hand Cart and Herds.
- Boats (TI) (b): The nation/society has developed
the idea of small water-craft. This facility
requires suitable raw materials.
- Bridges (TI) (d): The nation/society has
developed the idea of building structures
to cross rivers.
- Canals (TI) (d): The nation/society has developed
man-made rivers.
- Coastal Ships (TI) (d): The nation/society
has developed small ships suitable for coastal
work. This facility requires Boat.
- Deep Sea Ships (TI) (e): The nation/society
has created ships capable of travel over
deep ocean areas. This facility requires
Coastal Ships and Ports. This facility requires
1 IP to operate until superceded by Advanced
Vehicles.
- Hand Cart (TI) (b): The nation/society has
enhanced the ability of a person to carry
goods by developing a hand cart.
- Highways (TI) (d): The nation/society has
developed a network of roads that are paved
or cobbled and are well-kept and patrolled.
This facility requires Roads.
- Ports (TI) (d): The nation/society has developed
infrastructure to support coastal or deep-sea
ships. This facility requires a suitable
raw material, Craftsmen, and Coastal Ships.
- Reduce Banditry (TI) (b): The nation has
developed works to improve the security of
transport systems.
- Riding Beast (TI) (b): The nation/society
has chosen a specific animal as a beast of
burden. This facility requires a suitable
animal.
- Roads (TI) (d): The society has improved
its network of trails, they are now capable
of handling a high volume of traffic.
- Rope Bridges (TI) (b): The nation/society
has developed a system of crude bridges,
suitable for personal travel, but not vehicles.
- Trails (TI) (b): The nation/society has developed
paths that link communities.
National Conditions
- Accursed (Condition) (e): The nation/society
has been cursed in some specific way by some
magical agent for some crime, either real
or imagined.
- Brave (Condition) (b): The nation/society
prides itself on its bravery, all members
of this society are able to resist fear by
the level of skill in Bravery. In mass-combat
Morale Level is increased by 1 for every
5 levels in this condition.
- Compassionate (Condition) (b): The nation/society
prides itself on its understanding of the
feelings of others. All members of the society
receive the condition Compassionate.
- Cowardly (Condition) (d): The nation/society
is known for being fearful. All members of
this society are susceptible to fear by the
level of this condition. In mass-combat Morale
Level is decreased by 1 for every 5 levels
in this condition.
- Disgraced (Condition) (b): The nation/society
has done something for which it is ashamed.
There is a detriment in dealing with other
nations.
- Dutiful (Condition) (b): The nation/society
has a strong sense of duty to the state.
- Greedy (Condition) (b): The nation/society
has a strong love of material gain.
- Hateful (Condition (b): The nation/society
has a tendency towards hating other cultures.
- Honorable (Condition) (d): The nation/society
believes strongly in a code of honor.
- Loyal (Condition) (b): The nation/society
has a strong tendency to being loyal.
- Major Crime (Condition) (d): Many elements
of the nation/society believe that crime
is a way of life.
- Organized Crime (Condition) (e): The nation/society
is so beset by crime that the criminals are
actually becoming organized (thus creating
small governments).
- Petty Crime (Condition) (b): Elements of
the nation/society believe that crime is
a good way to make a living.
- Plague (Condition) (e): The nation/society
is suffering under a plague that the population
is reduced by the level of success.
- Rebellious (Condition) (b): The nation/society
has a strongly independent streak as such
there are frequent rebellions against the
established authority. Increase the number
of rebel IP by the level.
- Respected (Condition) (e): The nation/society
is viewed by other cultures with respect.
- Spirit Haunted (Condition) (e): The nation/society
is plagued by spirits.
- Suspicious (Condition) (d): The nation/society
has a strong distrust of outsiders.
- Valorous (Condition) (d): The nation/society
is noted for risking everything in the pursuit
of a cause.
Rebels
Rebels are members of the population that
are opposed to the way the nation is being
run and who refuse to conform to the needs
of the nation. Every rebel IP is lost for
the purposes of application to food, resources,
facilities, or projects. In any development
cycle where there are rebel IP roll a d10
and subtract it from the number of rebel
IP; if the result is positive then there
is unrest. If unrest begins, then the number
of rebels will automatically double. In any
development cycle where there is unrest perform
a similar roll; if the result is positive
then the unrest becomes a civil war.
Another way for rebels to be developed is
to have a lack of food. For every three IP
killed due to lack of food one IP is converted
to a rebel.
Another way for rebels to be developed is
to have a rapid change in government. Roll
3d10, the result is the total percent of
IP converted to rebels after a coup or other
national takeover. A roll resulting in 12
would convert 12% of IP to rebels.
Another way for rebels to be developed is
by lack of activity. If you have IP left
over (for use in the military, for example),
roll 1d10, this is the percentage of the
result that turn into rebels.
Rebel IP can be used in one of four ways.
To create a criminal class, an illegal secret
society (see the Society-Building chapter
for details), passive resistors, and active
rebels. A criminal class means that there
is a criminal element to society composed
of thieves, thugs, bandits, and the like.
Illegal secret societies exist as either
organized criminal groups, enemy espionage
operations, illegal conspiracies, illegal
cults, and so on. Passive resistors are those
who simply refuse to do their civic duties
in a nonviolent way. Active resistors are
those who are willing to do violence for
what they believe is right.
Normally the rebels are active only at a
low level. The criminal element simply does
what they need to do to survive. The secret
societies are mostly concerned about staying
secret. Passive resistors stoically adhere
to their beliefs while suffering in silence.
Active resistors are content to write slogans
on walls and to have occasional meetings
about what should be done.
When unrest breaks out these elements become
more active. The criminal element becomes
more brazen, striking in daylight and in
well-to-do urban areas. Secret societies
see it as an opportunity to further their
goals. Passive resistors will automatically
double their numbers. Active resistors will
engage in pWhen civil war breaks out these
elements become a real threat to the nation.
The criminal element becomes an army of opportunists
seeking to take advantage from both sides.
Secret societies will take sides according
to their nature. Passive resistors will become
active. Active resistors will become a rebel
army.etty violence and vandalism against
the government and the nation.
Great Achievements
In time your nation will make something appropriate
to the paths it has taken that will be seen
as a wonder of the World. This will have
a direct effect of being at a level of 10
for the relevant attribute based on the definition
of the wonder. Examples of these Great Achievements
are: The Pyramid of Giza, The Great Wall
of China, The Kennedy Space Center, the Library
of Alexandria, The National Supercomputing
Center, etc.
National Adventures
These are major endeavors your nation has
embarked upon using national resources.
Border War: This represents a dispute over
territory between two nations. This costs
2 NP per area being fought over. An area
is a vague term for border regions in dispute.
Roll for the outcome of the war based on
appropriate skills (both sides roll, the
defender subtracts their result from the
attackers roll), the result is the number
of disputed regions gained by the attacker
(or lost).
Claiming the Land: This represents a nation
gaining complete control over a single region
on the map. The region must have been explored
prior to this. This costs 20 NP per region
favorable to the race, the cost is double
for hostile terrain/conditions. For every
such region add 10 to the NP count at the
beginning of each phase.
Diplomacy: A nation sends out envoys and
ambassadors to make peace with other nations.
This costs 1 NP per diplomatic mission.
Exploration: Here a nation has sent out one,
or many, expeditions to learn of the land.
This costs 1 NP per major expedition sent.
If planar boundaries are crossed, then the
cost is multiplied by the number of planar
boundaries + 1.
Major War: This represents a larger-scale
war possibly involving more than two nations,
and the purpose need not be territorial.
This costs 4 NP per region of area being
fought over. Roll for the outcome of the
war as with a Border War (both sides roll,
the defender subtracts their result from
the attackers roll), the result is the number
of disputed regions (times two) gained by
the attacker (or lost).
World War: Here a nation, or group of nations,
has decided to take over the world! This
costs 6 NP per region of area being fought
over. Roll for the outcome of the war (both
sides roll, the defender subtracts their
result from the attackers roll), the result
is the number of regions (times three) gained
by the attacker (or lost).
Planar War: Here a war is being fought across
dimensional boundaries. The cost is as that
of the kind of war (border, major, or world)
multiplied by 1 + the number of planar boundaries
that need to be crossed.
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