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Many of you are familiar with the structure of a CKII-style game, but for those of you not it is very

simple. You play as a character in the setting who rules an area (town, city, duchy, empire, etc) and
spend your days administering and selecting from the action lists your advisors give you. In between
these turns you have special action mini-turns that cover such events as wars, parties, marriages, and
religious epiphanies. They are called CKII games because the characters have stats and traits begged,
borrowed, and stolen from the game. Dynasty comes from the fact that, if you are successful enough,
you can have a family, and keep playing as your heir when you inevitably die.

You select your start from the options from the list below, I roll up your stats, and we get started
from there. Feel free to ask any and all questions you have on the setting.

Turn Directions:
- Each category has 2 choices in the beginning, but will slowly grow in number as your reign
continues and your experience grows. Later turn options will be randomized. Multiple turn options
mean nothing new can be done or researched until completed.
- Choosing a research option as a personal choice halves its time and cost while increasing success
chances, but can only be done once per year or until the project is finished.
- Each turn will cover 1 year, with battles taking several smaller turns.
- When a character dies we'll play as his successor, so get making babies! Make your choice of
Province and gender (male and female characters are given equal weight for succession, although
women get a penalty to strength stat).

***

Stats are the same from CKII: Diplomacy, Martial, Stewardship, Intrigue, piety and Learning. Your
first character stats will be mostly randomized, but with a bonus for learning. Future characters will
have the average of their parent’s stats, so choose your wife wisely.

10 is average, 20 is Exceptional, 30 is Genius, 40 is Mythical Hero, 50 is demigod. 40 is also the


mundane peak, it is impossible to break that cap without divine, demonic, or other spiritual backing.

Intro there will be showing at the start and finish of turns. Now you have 5 fields of interest: Military,
Infrastructure, Industry, Research, and Population Growth (which will become Security once
population is high enough). You must rank them: A, B, C, D, E. Population is locked at Rank E for the
first 20 years.

Rank A: Allows 6 actions


Rank B: Allows 5 Actions
Rank C: Allows 4 actions
Rank D: Allows 3 Actions
Rank E: allows 2 actions.
Your stats:

Cognition governs Harry’s learning, problem solving ability, and awareness of both magical and
mundane things. This dice will be rolled whenever Harry is trying to learn something new,
deciphering puzzle, discovering hints, traps and hidden objects.

Attributes (Physical):

Strength: How strong you are, duh.

Agility: How fast, quick, and nimble you are. Influenced by Perception.

Reflexes: Governs one’s ability to unconsciously and consciously react. Influenced by Agility.

Perception: How much detail your senses perceive the world in.

Endurance: How much punishment you can take. Influenced by Strength.

Vitality/Health: How healthy and fit you are.

Magic: Influences magical potential, as well as maximum sustained and full limits of power that can
be channeled.

Attributes (Mental):

Martial (Generalship): How well you can lead and command. Influences military size and morale.
Influenced by Diplomacy.

Martial (Combat Prowess): How well one can fight. A combination of training and acquired
experience. Influences chances of victory in battles, skirmishes…or ambushes.

Diplomacy: Influences persuasion and intimidation, how much people like or fear you.

Stewardship: How well organized and coherent you are. Influences economic research,
trade/economic prosperity, and realm size.

Learning: Influences research capacity and speed, overall tech development.

Piety: Influences peasant and church opinion, resistance to corruption.

Intrigue: Influences chances to detect plots and the likelihood of your own schemes succeeding.

Attributes (Emotional):

Will: Governs mental fortitude and strength. How capable one is of resisting charm, or throwing off
curses. This is also rolled if one faces a major mental setback or challenge to see if he can push
through.
Presence: governs force of personality and overall aura. One can use this for a variety of tasks,
including charming or intimidation others, negotiating contracts, convincing someone, etc.
Stats are also influenced by traits. (Pick 5)

Acolyte: Devout believer in Kong, sacrifice lots of bananas. (+1 piety)

Zealous: You will spread the worship of your god(s), by force if necessary. (+1 Martial, +2 Piety, -1
Learning)

Brave: You have faced horrors unbowed. You fear nothing, except the Gods of course (You're not
stupid). (+3 Martial, +1 Piety. Immunity to fear, bonus to troop morale)

Attractive: You are beautiful/handsome. (+2 Diplomacy, better spousal relationship. Inheritable)

Genius: You have been blessed with a towering intellect (+3 all stats, counts as 2 traits. Inheritable.)

Strong: You are blessed with a powerful physique. (+2 Martial, +10 to fertility/reproduction rolls.
Inheritable.)

Diligent: You fully apply yourself to every task. +1 to all stats.

Geek physique: long hours in the lab have let your mind surpass even master scholars, while your
pants size approaches ogre territory. +2 learning, -2 martial, -15 to fertility/reproduction rolls.

Madness place: Experimentation of all kinds fascinates you, disturbingly so. You easily persuade
people to help, but often lose focus, becoming wrathful and possibly making abominations against
the proper order of creation. (+3 learning, +1 diplomacy/+1 martial (when researching), -5 piety, -2
stewardship)

Suave: You are attractive, know how to manipulate women, shoot bald guys in the face, look good in
a fur tux, and can easily come up with witty one liners. (+1 intrigue, +1 Learning, -1 piety, +10 to
fertility/reproduction rolls)

Trusting: you like people and on the surface they like you. (+2 diplomacy, -2 intrigue)

Deceitful: Lies are second nature to you. (-1 Diplomacy, +3 Intrigue)

Wroth: A touchy ego and a violent temper make for a lethal combination. (+3 martial, -2 diplomacy).

Kind: You find it easy to be kind to your fellow man, within limits (+2 Diplomacy. -2 Intrigue.
Increased Peasant Opinion).

Greedy: Lust for treasure and the love of gold (+2 stewardship, -1 diplomacy).

Gregarious: you always know just what to say. (+ 2 Diplomacy. +1 Intrigue.)

Lustful: you have a one track mind, leading straight to bed. (+20% fertility).

Chaste: You do not enjoy being touched, and the reasons why your peers chase skirts have never
made sense to you. There are so many other things you could be working on. (+1 diplomacy and
Stewardship, -1 Piety. -15% Fertility).
Just: You are a strong believer in the rule of law (+2 Stewardship, +1 Diplomacy. Improves peasant
opinion)

Honest: You are straight forward and truthful. +3 Diplomacy, -1 Intrigue.

Gregarious: You know how to talk to people really well. +2 Diplomacy, +1 Intrigue.

Constant: You find it hard to change your habits, making you easy to predict. Still, others find safety
in an unchanging leader. (+2 Stewardship, -2 Intrigue. Bonus to Noble/Vassal Opinion)

Proud: You have a very high opinion of yourself and your abilities. (Bonus to annual prestige. +5 to
Spell Power rolls. -5 to Spell Control rolls)

Humble: You take pains to know your own limitations. After all, you are only mortal. (+1 Diplomacy
and Stewardship. -5 To Spell Power rolls. +5 To Spell Control rolls)

Lifestyle: A unique trait that influences you greatly. (Pick 2)

Warrior Born: You live for combat and war. (+3 Martial)

Socializer: You socialize with the best of them. (+3 Diplomacy)

Administrator: As a child you often followed your father around and learned from him the secrets of
being a good leader. As a result, you have taken care to acquire skilled underlings. (+3 Stewardship, )

Scholar: A gifted intellectual, you have spent a lot of time with your elders and the other learned
folks in your father's domain. (+3 Learning. Random second language).

Master Schemer: You are a master plotter. (+3 Intrigue)

Hedonist: Life has to be lived to the fullest. (+1 Intrigue, -3 Piety, +10 to Fertility/reproduction rolls)

Master Seducer: Men lock up their wives and daughters when you come to town. (+2 Diplomacy, +2
Intrigue, +15 to fertility/reproduction rolls)

Game Master: You have a fascination with games such as chess. (+2 Diplomacy, +1 Martial, +1
Intrigue)

Duelist: You excel in duels and one on one personal combat. Honor means a great deal to you. (+2
martial, -2 diplomacy)

Impaler: Stakes anyone? (+1 Martial, +2 Intrigue, -1 Piety)

Ambusher: You are very good at scouting out and executing ambushes. (+2 Intrigue, +1 Martial, +10
to scouting/ and ambush rolls)

Architect: You like big buildings and you cannot lie. Understands construction techniques. (+2
Stewardship, 2x construction speed, 20% reduced cost on building times)
Blacksmith: I forge the blades to strike my foes down! (+1 Martial, +1 Learning, +10 Weapon, Armor
Research bonus)

Tinkerer: You like to experiment with things. (+1 Stewardship, +2 Learning)

Hunter: You have spent many days bringing down the beasts of the forests. (Bonus to forest area
actions, scouting rolls, +2 Martial, +1 Intrigue.)

Poet: You enjoy reciting and writing poems and Sagas, to the appreciation and merriment of those
around you. (+2 Diplomacy, +1 Learning, 2x troop morale when leading)

Gardener: You are fonder of pruning plants than limbs. (+1 Stewardship, +1 Learning, -1 Martial)

Mystic: You have delved into secrets half forgotten. +1 Intrigue, +2 Piety.

Sailor: Your father let you come with him on a raiding expedition once. He didn't allow you to come
ashore during the raid itself, but you learned a lot from seeing how it was organized, and from the
trading afterwards as well (+1 Martial, +1 Stewardship. +10 to raids/trading expedition rolls).

***

Personality Quirks (pick two): Quirks that have no statistical effect on the quest.

[] Neat-Freak: EVERYZING MUST BE NEAT UND TIDY.

[] Sarcastic: Your wit is caustic in nature.

[] Blunt: You don’t sugar coat anything.

[] Slob: Though your outward appearance is normal, your quarters are an absolute nightmare.

[] Energetic: You put a little more energy into interaction and speech than most.

[] Subdued: You put a little less energy into interaction and speech than most.

[] Romantic: You entertain dreams of being unimaginably heroic.

[] Big Eater: You like food, and lots of it. It’s a good thing you lead an active lifestyle!

[] Optimistic: You always look at the brightest side of a situation.

[] Realistic: You look at situations how they are.

[] Pessimistic: You’ve come to expect the worst from every situation.

[] Calligrapher: Your handwriting is not only impeccable, it’s beautiful.

[] Poultry Scribe: Your handwriting is a disgusting mess.


[] Afflicted with Ennui: You are easily bored.

[] Grammar Nazi: You always speak with correct grammar.

[] Not A Morning Person: Waking up is an arduous and difficult task. Caffeine is your friend.

[] Omnivore: You can eat things that would make a goat puke.

[] Connoisseur: You practice fine dining. Fine dining, and breathing.

[] No Sense of Smell: A childhood accident left you without the ability to smell.

[] Sleepy: You are prone to cat-naps.

[] Artistic Eye: You have a knack for tasteful decoration and fine art.

[] Absent-Minded: You sometimes get lost in your own thoughts.

[] Disheveled: You don’t have time to clean up, you have experiments to run and science to do!

[] Well-Groomed: You keep yourself tidy. To you, cleanliness is next to… money? Data? Something
valuable.

[] [write-in-hobby]: You devote a portion of your free time into a reasonable, non-stat affecting hobby.
(i.e. smoking, bonsai, music)

[] Write in (This can be used multiple times, as in two write in options are doable, subject to GM
approval)
Adrenaline Rush
Description=When things look their worst and the fight seems to be lost, you're just getting warmed
up. If your Hit Points drop below half of their maximum, you gain +1 to Agility and 20 points to your
Evasion skill. If your Hit Points drop below a quarter of their maximum, you gain an additional +1 to
Agility, an additional 10 points to your Evasion skill, and +1 to Melee Damage.
# of Rank: 1
Requirements: level 5

Ancestral Armor
Description=The spirits of your ancestors have taken an interest in defending your earthly body. Add
15 points to your Tribal Magic Protective Branch.
# of Rank: 1
Requirements: Skills/Magic Tribal/Defensive 30 and level 5

Backstab
Description=You do a lot more damage attacking unsuspecting opponents with melee weapons.
When you attack an enemy while in sneak mode from behind, you do +50% damage if your attack
scores a successful hit. Each rank increases your extra damage by an additional 50%.
# of Rank: 2
Requirements: Agility 7 and Skills/Thieving/Sneak 50

Bonus HtH Damage


Description=Experience in unarmed combat has given you the edge when it comes to damage. You
deal +1 point of damage in unarmed combat for each level of this Perk. This Perk may be selected
twice. Pugilist is a pre-requisite for this Perk.
# of Rank: 2
Requirements: Agility & Strength 6, Perks/Pugilist, level 5
Skills/Fighting/Unarmed 50

Bonus Ranged Damage


Description=Your training with bows and other ranged weapons has made you more deadly in
ranged combat. You do +3 damage with ranged weapons when you select this perk.
# of Rank: 1
Requirements: Perception & Agility 6 and level 5

Bonus Rate of Fire


Description=Long practice has enabled you to draw the string and fire a bow or crossbow quickly
without sacrificing accuracy. This Perk allows you to load and fire bows much more quickly.
# of Rank: 1
Requirements: Skills/Fighting/Ranged 50, Agility 7, Intelligence 6 and
level 14

Brutish Hulk
Description=Your great strength and fortitude allows you to shrug off blows that would kill lesser
men. You gain double the Hit Points each time you gain a level.
# of Rank: 1
Requirements: Strength 7, Endurance 5, level 17, Perks/Lifegiver
Races/Feralkin
Cold Soul
Description=You wandered off into the woods as a child and were rescued by an odd being of ice
and frost. Most of your memories about the event were erased...until now. Images too numerous and
peculiar to categorize are flitting at the edge of your consciousness, but one thing is for certain - you
have a bond with the cold that you can use to enhance any items or spells that deal cold-based
damage. This Perk allows all cold-based spells and items to do +15% damage due to your unusual
affinity with cold.
# of Rank: 1
Requirements: Skills/Magic Thought/Ice 40

Damage Resistance
Description=Sticks and stones may break your bones...but not very often. Each level of this Perk will
add +8% to your Crushing, Piercing and Slashing Damage resistance.
# of Rank: 2
Requirements: Endurance & Luck 6 and level 5

Dark Majesty
Description=Last night you had the strangest dream. A shadowy being approached you with an offer
that sounds too good to be true. For simply signing a blank piece of paper, he will make you a
warrior of unparalleled puissance. You get +3 skill points in all of your melee skills, +10% to poison
resistance, +1 skill points per level, and a house in a very warm climate in your old age. What a deal!
Sylvants cannot select this Perk.
# of Rank: 1
Requirements: Perception & Intelligence less than 7 and level 11

Deadly Accuracy
Description=You immediately gain 15 points to your Ranged Weapon skill.
# of Rank: 1
Requirements: Skills/Fighting/Ranged 40, Agility 5 and level 2

Die Hard
Description=You don't give up easily. When your hit points get below 20%, all of your resistances
increase by 20% and your armor class increases by 5.
# of Rank: 1
Requirements: Endurance 6 and level 2

Disease Ward
Description=You eat the plague for breakfast and vacation in leper colonies. Your body immediately
converts a small percentage of any Disease Damage dealt you into Hit Points. You cannot also have
the Venom Ward perk.
# of Rank: 1
Requirements: Endurance 5 and level 11

Displacement
Description=Being seriously injured causes you to partially connect with the spiritual world, slipping
your body out of phase with reality. When your Hit Points fall below 20% of their maximum, you
partially fade out, granting +10 to your Armor Class and +1 Agility. While in this state, your Mana
regeneration doubles.
# of Rank: 1
Requirements: Perks/Die Hard and level 11

Divine Privilege
Description=Whatever power source you tap into has shown you deference. Add 15 points to your
Divine Magic Divine Favor Branch.
# of Rank: 1
Requirements: Skills/Magic Divine/Divine Favor 30 and level 5

Divine Protector
Description=Help from beyond has allowed you to fortify your defenses. Add 15 points to your
Divine Magic Protective Branch.
# of Rank: 1
Requirements: Skills/Magic Divine/Defensive 30 and level 5

Dodger
Description=You are less likely to be hit in combat if you have this Perk. Every level will add +5 to
your Armor Class, in addition to the AC bonus from any worn armor. It also adds 3 skill points to
your Evasion Skill.
# of Rank: 2
Requirements: Agility 6 and level 5

Earthen Contact
Description=Your connection with nature has long been cultivated, and has finally borne fruit. This
Perk attunes you to the ways of the Earth, decreasing the casting cost of all Tribal Magic spells by
15%.
# of Rank: 1
Requirements: Charisma 6, Perception 6 and Skills/Magic Tribal 100

Educated
Description=You've become educated in the ways of the world and have learned to see things and
draw conclusions that once eluded you. Every time you gain a level you receive 2 additional skill
points. This Perk is best purchased at low levels.
# of Rank: 1
Requirements: Intelligence 6 and level 5

Eloquence
Description=Continued study of your fellow man, and some light reading, has shown you how to
display your thoughts and ideas to others in new and profound ways, adding 15 points to your
Diplomacy skill.
# of Rank: 3
Requirements: Skills/Thieving/Speech 30 and level 2

Enlightenment
Description=Your spiritual devotion has brought you closer to the divine. Selecting this Perk reduces
the casting costs of all Divine Magic spells by 15%.
# of Rank: 1
Requirements: Charisma 6, Perception 6 and Skills/Magic Divine 100

Fire Evasion
Description=Maybe you can chalk it up to childhood trauma, but you know when to duck and roll.
You immediately add 2 to your Armor Class and all fire based attacks do 15% less damage to you
because of your unusual evasion ability.
# of Rank: 1
Requirements: Agility 6

Fortune Finder
Description=You have a talent for finding money. Selecting this Perk allows you to find coins on the
bodies of your foes that they didn't even know they had. This Perk requires a Luck of 8 or higher.
# of Rank: 1
Requirements: Luck 8 and level 2

Gain Agility
Description=Permanently increase your Agility by 1. You cannot take this perk if your Agility is 10 or
greater.
# of Rank: 1
Requirements: level 11

Gain Charisma
Description=Permanently increase your Charisma by 1. You cannot take this perk if your Charisma is
10 or greater.
# of Rank: 1
Requirements: level 11

Gain Endurance
Description=Permanently increase your Endurance by 1. You cannot take this perk if your Endurance
is 10 or greater.
# of Rank: 1
Requirements: level 11

Gain Intelligence
Description=Permanently increase your Intelligence by 1. You cannot take this perk if your
Intelligence is 10 or greater.
# of Rank: 1
Requirements: level 11

Gain Luck
Description=Permanently increase your Luck by 1. You cannot take this perk if your Luck is 10 or
greater.
# of Rank: 1
Requirements: level 11

Gain Perception
Description=Permanently increase your Perception by 1. You cannot take this perk if your Perception
is 10 or greater.
# of Rank: 1
Requirements: level 11

Gain Strength
Description=Permanently increase your Strength by 1. You cannot take this perk if your Strength is
10 or greater.
# of Rank: 1
Requirements: level 11

Ghost
Description=You move like a ghost with this Perk, slipping in and out of shadows with ease. Your
Sneak skill is enhanced +20.
# of Rank: 2
Requirements: Skills/Thieving/Sneak 50 and level 5

Grace Under Fire


Description=You've learned to do your best work under pressure. When things look grim, you're
hands grow steady and your eyes sharp. If your Hit Points drop below 40% of their maximum, you
gain 1 Perception and add 15 points to your Ranged Weapon skill.
# of Rank: 1
Requirements: Perception less than 10 and level 11

Here and Now


Description=Eureka! Epiphany! Clarity! You've realized exactly what you've been doing wrong all
this time. Gain one level immediately.
# of Rank: 1
Requirements: level 8

Hide Of Scars
Description=Battle has scarred nearly every inch of your hide, making it tough, leathery...and ugly.
Add 6% to ALL resistances, except fire, because of your toughened skin.
# of Rank: 1
Requirements: Endurance 6 and level 11

Inherited Resistance
Description=Neither your mother nor your father had a sick day in their lives and as their child you
have an uncanny ability to shrug off diseases and poisons. Add 10% to Poison and Disease Resistance
and your Disease and Poison Damage Thresholds increase by 1.
# of Rank: 2
Requirements: Endurance 5, and level 2

Lifegiver
Description=Your daily regimen of pushups and eating nails has paid off. Every time this Perk is
selected, you gain 6 Hit Points.
# of Rank: 2
Requirements: Endurance 4 and level 5

Lightning Rod
Description=You have a bond with electricity that you can use in your casting. This perk allows all
electrical-based spells to do +15% damage.
# of Rank: 1
Requirements: Skills/Magic Thought/Electrical 40
Mark of Fire
Description=You have a bond with fire that you can use in your casting and beyond. This perk allows
all fire damage spells or items to do +15% more damage.
# of Rank: 1
Requirements: Skills/Magic Thought/Fire 40

Master of Arms
Description=You know just where to aim your weapon to cause the most pain. With this Perk, all
slashing and crushing damage is increased by 25% due to your great skill.
# of Rank: 1
Requirements: Strength 7, level 26, Skills/Fighting/OneHandedMelee or
Skills/Fighting/TwoHandedMelee 200 and Skills/Fighting/Unarmed less than 100

Master of Domination
Description=Bending the minds of others to your will has never been easier! Add 15 points to your
Tribal Magic Domination Branch.
# of Rank: 1
Requirements: Skills/Magic Tribal/Domination 30 and level 5

Master Necromancer
Description=The task of connecting with the spirit world and calling forth minions to do your
bidding has been made easier. Add 15 points to your Necromancy Branch.
# of Rank: 1
Requirements: Skills/Magic Tribal/Summoning 30 and level 5

Master Thief
Description=Rob from the rich, and give to yourself. Add 20 points to your Find Traps/Secret Doors,
Lockpick, and Sneak skills.
# of Rank: 1
Requirements: Skills/Thieving/Lockpick, Traps, Sneak 50 and level 11

Master Trader
Description=You have mastered the ability to pester, prod, and browbeat merchants into offering you
their wares at a significant discount. With this Perk, you get a 15% discount when purchasing items
from a store or trader and you add 15 points to your Diplomacy skill.
# of Rank: 1
Requirements: Charisma 7, Skills/Thieving/Barter 60 and level 8

Mastery of Fortitude
Description=Healing thyself is your thing. Add 15 points to your Divine Magic Fortitude Branch.
# of Rank: 1
Requirements: Skills/Magic Divine/Fortitude 30 and level 5

Mastery of Fury
Description=Your ancestors hate your enemies almost as much as you do. Add 15 points to your
Tribal Magic Nature's Fury Branch.
# of Rank: 1
Requirements: Skills/Magic Tribal/Wounding 30 and level 5
Mastery of Smiting
Description=You are the heavy hand of the heavens. Add 15 points to your Divine Magic Smite
Branch.
# of Rank: 1
Requirements: Skills/Magic Divine/Smite 30 and level 5

Mental Focus
Description=The interrelationships between magic and the world around you are becoming clear.
This Perk allows decreases the casting costs for all Thought Magic spells by 15%.
# of Rank: 1
Requirements: Charisma 6, Perception 6 and Skills/Magic Thought 100

More Criticals
Description=You have learned exactly where on your foes the insertion of a sharp object or the
application of blunt trauma does the most harm. Each time you select this perk, you add 5% to your
chance to cause a critical hit. This is a good thing.
# of Rank: 3
Requirements: Luck 6 and level 5

Necrosage
Description=Your morbid fascination with the countless corpses you've left in your wake has led to a
deeper understanding of their peculiarities. When fighting undead, you do +2 points of damage per
melee attack. Any undead you summon does +1 damage when it attacks.
# of Rank: 1
Requirements: Intelligence 5 and level 8

Observant
Description=Call it a sixth sense, paranoia, or just an overly cautious nature, but you tend to notice
when things are out of place. You are always subconsciously checking for traps in the vicinity, giving
you +25 points to your Find Traps/Secret Doors skill and +5 points to your Lockpick skill.
# of Rank: 1
Requirements: Perception 5 and Skills/Thieving/Find Traps Secret Doors 30

One-Handed Weapon Finesse


Description=Practice makes perfect, or at least substantially better. This Perk increases your One-
Handed Melee skill by 10 points.
# of Rank: 1
Requirements: Skills/Fighting/OneHandedMelee 55

One-Handed Weapon Specialization


Description=You have mastered the art of fighting with one-handed weapons. This Perk gives you +3
damage with one-handed weapons, and your One-Handed Melee skill is increased by 5 points. It can
only be taken if you already have the perk One-Handed Weapon Finesse.
# of Rank: 1
Requirements: Skills/Fighting/OneHandedMelee 100

Power from Beyond


Description=Your spirit has given you access to a mysterious pool of magical energy. Your secret
power source provides you with a +1 Healing Rate bonus and 1 extra skill point per level. Only
Sylvants and Demokin can pick this perk.
# of Rank: 1
Requirements: Intelligence 5 and level 5

Pugilist
Description=When the fists start flying, you're willing to punch, kick, and gouge your way to
victory... and you do it pretty darn effectively. Taking this Perk grants an additional 1-2 points of
damage to your Unarmed attacks. Pugilist is a pre-requisite for the Bonus Hand-to-Hand Damage
Perk.
# of Rank: 1
Requirements: Skills/Fighting/Unarmed 25 and level 5

Pyromaniac
Description=You have a natural affinity for fire and a knack for setting things ablaze - especially
other people. You do an extra 10% damage with fire-based weapons or spells.
# of Rank: 1
Requirements: Intelligence 5 and level 8

Rejuvenation
Description=As a child, your mother dipped you in a magical pool that has always allowed you to
heal wounds slightly faster than others. This Perk adds 1 to your Healing Rate.
# of Rank: 1
Requirements: Endurance 5

Retribution
Description=A mysterious, unearthly power has taken an interest in killing your foes. Whatever its
reason may be, it's all good for you! The Crushing and Slashing damage you deal is increased by 10%.
# of Rank: 1
Requirements: level 8

Salesman
Description=Long practice has made you an adept salesman. You could sell ugly to an ogre. This
Perk adds 10 points to your Diplomacy skill and you get a 10% discount when purchasing items from
a store or trader.
# of Rank: 1
Requirements: Skills/Thieving/Barter 50 and level 5

Sharpshooter
Description=You've become very good at killing your enemies at long range. This Perk increases your
Perception by 1 when you are using a bow or crossbow.
# of Rank: 1
Requirements: Perception 7, Intelligence 6 and level 8

Slayer
Description=The Slayer walks the earth! In hand-to-hand combat, all of your hits are upgraded to
critical hits with a successful Luck roll - causing destruction and mayhem.
# of Rank: 1
Requirements: Agility 8, Strength 8, Skills/Fighting/Unarmed 200 and
level 33

Snake Eater
Description=Yum! Tastes like chicken. You have gained a slight immunity to poison, adding 30% to
your Poison Resistance. You cannot also have the Venom Ward perk.
# of Rank: 2
Requirements: Endurance 3 and level 5

Sniper
Description=You have mastered the bow or crossbow as a source of pain. With this Perk, any
successful hit in combat with a ranged weapon will be upgraded to a critical hit if you also make a
Luck roll.
# of Rank: 1
Requirements: Agility 8, Perception 8, Skills/Fighting/Ranged 200 and
level 33

Spirit Guide
Description=You have an unearthly talent for obtaining extra Mana from the spirits you find and
absorb. You receive an additional 10% Mana from absorbing spirits.
# of Rank: 1
Requirements: Charisma or Perception 7, level 2

Strong Back
Description=A.K.A. Mule. You can carry an additional 50 lbs. of equipment for each level of this Perk.
# of Rank: 3
Requirements: Strength 6, Endurance 6 and level 2

Superior Senses
Description=Your tribal ancestors have gifted you with superior senses. This perk gives you a +1
bonus to Perception and add 15 points to your Find Traps/Secret Doors skill.
# of Rank: 1
Requirements: Perception 5 and level 14

Swift Learner
Description=There's a lesson in everything, and you rarely miss it. This Perk grants a 5% bonus
whenever you earn Experience Points.
# of Rank: 2
Requirements: Intelligence 4 and level 2

Thief
Description=Thief is such an unflattering term. But whatever you want to call it, you're very good at
finding things other people don't want found. This Perk grants a one-time bonus of 10 points to your
Lockpick Find Traps/Secret Doors, and Sneak skills.
# of Rank: 1
Requirements: level 2

Thought as Armor
Description=You have gained the ability to focus your mind in the greater defense of self. Add 15
points to your Thought Magic Protective Branch.
# of Rank: 1
Requirements: Skills/Magic Thought/Defensive 30 and level 5

Tough Hide
Description=Exposure to extreme conditions has hardened you against the elements. You gain 5 to
Armor Class and 5% to all resistances. Only Feralkins and Sylvants can pick this perk, and they must
have an Endurance of 7 or less.
# of Rank: 1
Requirements: Endurance 7 or less and level 11

Trapper
Description=Stripping animals of their hides has become second nature to you. You are able to strip
a wolf or bear of their hide every time you kill one. These hides are also more valuable because of
your great skill.
# of Rank: 1
Requirements: Agility 4

Two-Handed Weapon Finesse


Description=Practice makes perfect, or at least substantially better. This Perk increases your Two-
Handed Melee skill by 10 points.
# of Rank: 1
Requirements: Skills/Fighting/TwoHandedMelee 55

Two-Handed Weapon Specialization


Description=You have mastered the art of fighting with two-handed weapons. This Perk gives you
+3 damage with two-handed weapons, and your Two-Handed Melee skill is increased by 5 points. It
can only be taken if you already have the perk Two-Handed Weapon Finesse.
# of Rank: 1
Requirements: Skills/Fighting/TwoHandedMelee 100

Undead Glory
Description=A vision during meditation has given you a wondrous insight into the machinations of
life after death. This Perk grants all skeletons or zombies that you raise 15% more hit points and a +1
damage bonus.
# of Rank: 1
Requirements: Skills/Magic Tribal/Offensive/Raise Undead 50 and Intelligence 6

Venom Ward
Description=The spirit inside you has learned to convert poisons into healing energy, allowing you to
walk fearlessly through the dens of vipers. Rather than harming you, a small percentage of the
damage dealt by poison is added to your Hit Points. You cannot also have the Disease Ward Perk or
the Snake Eater Perk.
# of Rank: 1
Requirements: Endurance 5 and level 11

Weapon Handling
Description=Your long familiarity with weapons has made you adept at their employment. This Perk
adds 1 to your Agility and 3 points to One-Handed and Two-Handed Melee skills.
# of Rank: 1
Requirements: Agility 5 and level 14

******************
4-Event title perk
******************

Beggar Comrade
Description=TITLE PERK: You have performed a great service for the beggars of
Barcelona.

Dark Lord of Calle Perdida


Description=TITLE PERK: You have mastered the Dark Arts under the tutelage of Relican and
delivered La Calle Perdida to the cruel whims of your mentor.

Enemy of the Inquisition


Description=TITLE PERK: You have slain an agent of the Inquisition.

Enemy of the Knights Templar


Description=TITLE PERK: You have slain a Knight Templar.

Enemy of the Wielders


Description=TITLE PERK: You have slain one of the Wielders of Barcelona.

Goblin Champion
Description=TITLE PERK: You have slain Raylark and Fenclaw and recovered the Everlasting.

Goblin Slayer
Description=TITLE PERK: You have slain a great number of goblins. Your brave actions have kept
their population in check and contributed to the defense of Barcelona.

Hero of the Inquisition


Description=TITLE PERK: Your brave and decisive action has rooted out La Calle Perdida, exposing
the greatest collection of heretics within Barcelona.

Knight of Saladin Slayer


Description=TITLE PERK: Driving the Knights of Saladin back to the Middle East is your thing.

Merchant Slayer
Description=TITLE PERK: The underground has noticed that you like to kill merchants.

Necromancer
Description=TITLE PERK: You have mastered the Dark Arts under the tutelage of Relican and
delivered La Calle Perdida to the cruel whims of your mentor.

Slayer of Innocents
Description=TITLE PERK: Killing the helpless is what you like to do.
Thief Comrade
Description=TITLE PERK: You have performed a great service for the thieves
of Barcelona.

*************************
5-NPC or Event given perk
*************************

Brambles' Patience
Description=Brambles has shared a sense of inner calm learned from his years of living as a tree. You
see things a bit more in perspective, and gain a greater sense of strength from your earthly
surroundings. You gain +6 hit points, +5 skill points to both Sneak and Lockpick and gain +1 to your
critical chance from your enhanced perception.

Dervish of the Crescent


Description=By besting the champions of the Dream Djinni Kabool, you have displayed
extraordinary courage and strength. You have become a Favored One of the Knights of Saladin and
earned the title of Dervish of the Crescent. All of your skills in the Fighting Discipline have been
raised by 5.

Drunken Boxing
Description=A moment's kindness to a drunken bar patron has impressed upon you the benefits of
unorthodox fighting styles. The drunken bar patron has taught you a new style of fighting based on
drunken boxing. Your Unarmed skill has increased by 3.

Debt of Brimstone
Description=Releasing the demon from the clutches of the Inquisition caused a geas to be placed on
his dark soul. In an attempt to free himself from this debt, he has cast a dire enchantment that gives
you +1 to critical chance and 5 skill points to the Tribal Spell Branch of Necromancy. The negative
energy associated with this boon may cause other characters to react negatively towards you.

Galileo's Magical Battery


Description=Galileo has shown you a radical new approach to drawing upon and storing mana. This
increases your mana capacity by 50. This is a one-time bonus.

Scholar of the Crescent


Description=By besting the Dream Djinn Kabool in a contest of wits, you have become a Favored One
and earned the title of Scholar of the Crescent. Images of the desert now drift at the edges of your
consciousness, beckoning your mind to expand its horizons. Tales of Arabia that seemed like idle
ramblings as a child now give you insight into the ways of the world. As a result, your Intelligence is
increased by 1 and your Speech skill is increased by 10.

Stargazer
Description=Your horizons have been expanded from looking into the telescope in Galileo's
Solarium. The experience has broadened your awareness of the world and the universe as you
perceive it. This increases your Perception by 1.

Torquemada's Divine Boon


Description=Torquemada has opened your eyes to a very different way of approaching Divine
Power. As a result, all Divine Magic Spell Branches gain 7 skill points.

Weng Choi's Shaolin Secret


Description=Weng Choi has taught you the forbidden martial arts of the East. You have gained
supernatural quickness in battle, gaining +20 Evasion and +20 Unarmed.
Weapon Proficiencies

Dagger/Knife Proficiency: No Penalties when wielding a Dagger/Knife.


Sword Proficiency: No Penalties when wielding a Sword.
Axe Proficiency: No Penalties when wielding an Axe.
Club/Mace Proficiency: No Penalties when wielding a Club, Mace, or Scepter.
Hammer/Maul Proficiency: No penalties when wielding a Hammer, Maul, or Warhammer.
Pick/Pickaxe Proficiency: No penalties when wielding a Pick, Pickaxe, or Crowbill.
Flail Proficiency: No Penalties when wielding a Flail. +2 Strength for 1st round of melee combat.
Claw Proficiency: No Penalties when wielding Claws, Katars, Wrist Blades, or Knuckles.

Polearm Proficiency: No Penalties when wielding a Polearm. +1 Strength in Melee.


Great Weapon Proficiency: No Penalties when wielding a Great Weapon. +2 Strength and Always
Strikes Last in Melee combat while wielding a Great Weapon.

Dual Weapon Proficiency: Additional attack when wielding two single handed weapons.
Unarmed Proficiency: No Penalties to wound when fighting Unarmed.
Whip Proficiency: No Penalties when wielding a Whip, Chain, or Spiked Chain.

Spear Proficiency: No Penalties when wielding a Spear. +1 Strength on the Charge when mounted.
Lance Proficiency: No Penalties when wielding a Lance. +2 Strength on the Charge when mounted.
Pike Proficiency: No Penalties when wielding a Pike. +1 Strength and Always Strikes First when
Charged.

Blowgun Proficiency: No Penalties when wielding a Blowgun.


Sling Proficiency: No Penalties when wielding a Sling.
Throwing Weapon Proficiency: No Penalties when wielding Throwing Weapons.

Short Bow Proficiency: No Penalties when wielding a Short Bow.


Longbow Proficiency: No Penalties when wielding a Longbow.
Crossbow Proficiency: No Penalties when wielding a Crossbow.

Handgun Proficiency: No Penalties when wielding a Carbine, Handgun or a Repeater Handgun


Pistol Proficiency: No Penalties when wielding a Pistol, Repeater Pistol.
Rifle Proficiency: No Penalties when wielding Dwarf Handguns or Rifles.
Shotgun Proficiency: No Penalties when wielding Blunderbusses or Shotguns.

Weapon Masteries

Dagger/Knife Mastery: Daggers/Knives gain Armor Piercing while wielded.


Sword Mastery: Enemies automatically miss on a To Hit roll of a 1 or 2 while wielded. Greatswords
also Gain Armor Piercing while you wield them.
Axe Mastery: Killing Blow with Axes. Multiple Wounds (2) with Great Axes.
Club/Mace Mastery: Clubs, Maces, or Scepters gain Armor Piercing (2) while wielded.
Hammer/Maul Mastery: Hammers, Mauls, and Warhammers benefit from Killing Blow and
Monstrous Killing Blow.
Pick/Pickaxe Mastery: Pick, Pickaxe, Crowbill, gain Armor Piercing (1) while wielded.
Flail Mastery: The strength bonus in melee from wielding a flail is extended by a number of rounds
past the first equal to your Toughness + Wounds.
Claw Mastery: Claws, Katars, Wrist Blades, or Knuckles gain Armor Piercing and +1 Attack while
wielded.

Polearm Mastery: Polearms gain Armor Piercing and confer +1 Attack while wielded.
Great Weapon Mastery: Great Weapons no longer confer Always Strike Last while wielded.

Spear Mastery: You benefit from Always Strikes First when wielding a Spear. Spears also grant Fight
in Extra Rank(2) while wielded.
Lance Mastery: Lances wielded while mounted and Charging gain Monstrous Killing Blow.
Pike Mastery: Pikes gain Armor Piercing while wielded.

Dual Weapon Mastery: You gain an additional +4 Attacks while wielding two single handed
weapons.
Unarmed Mastery: No penalty to wound when fighting unarmed. Armor Piercing and Killing Blow
when unarmed.
Whip Mastery: Whips, Chains, or Spiked Chains hit with your full strength value while wielded.

Blowgun Mastery: You benefit from the Marksman property while wielding a Blowgun.
Sling Mastery: You benefit from the Marksman property while wielding a sling.
Throwing Weapon Mastery: You benefit from the Marksman property while wielding a Throwing
Weapon. Can make a single Killing Blow ranged attack with throwing knives, may throw 2 throwing
axes and throws javelins twice the normal range.

Short Bow Mastery: You benefit from the Marksman property while wielding a Short Bow.
Longbow Mastery: You benefit from the Marksman property while wielding a Longbow.
Crossbow Mastery: You benefit from the Marksman property while wielding a Crossbow.

Handgun Mastery: You benefit from the Marksman property while wielding a Carbine, Handgun or
Repeater Handgun.
Pistol Mastery: You benefit from the Marksman property while wielding a Pistol.
Rifle Mastery: You benefit from the Marksman and Sniper properties while wielding a Dwarf
Handgun or Rifle.
Shotgun Mastery: You benefit from the Marksman property while wielding a Blunderbuss or
Shotgun.
Average Parent Stats.

Roll 1d6 for each stat.

1 = 3 points less than average


2 = 2 points less than average
3 = 1 less than average
4 = 1 Point more than average
5 = 2 points more than average
6 = 3 points more than average

***
Military:

State Troops: We're going with the CK II Retinue model for simplicity sake. 500 men retinues cost 100
Gold to raise and replace. Upkeep cost is at 50 gold per thousand men.

Troop Morale: Average


Troop Numbers:

Troop Organization:
-

State Troop Major Units:


-

Militia: every man between 15 and 50 in each city, town and village is ordered by law to keep at least
a spear and to practice as a unit once a week. Militias cannot be mobilized outside the province, but a
militia presence means that you don't have to devote state troops to defense.

Militia morale: Average


Militia numbers:

***
Economy:

Tax Income:
Noble Tax (low, moderate, high):
Peasant Tax (low, moderate, high):

Agricultural Income (per year):


Mining Income (per year):
Maritime Income (per year):
Trade/Commerce Income (per year):

Army Upkeep (per year):


Infrastructure Upkeep (per year):

Total Expenditures:

Total Income:

Treasury Reserves:

***

Economic status (poor, average, well off, rich, very rich):


- Peasant:
- Noble:

Provincial Political Status (or how your subjects feel about you) (rebellious, discontent, grumbling,
average, optimistic, content, blissful):
- Large Town 1:
- Small Village 1:
- Small Village 2:

Loyalty: Nonexistent, Disloyal, Uncertain, Reluctant, Noted, Strong, Infamous


Describes the loyalty of the leaders/high nobles of the various "provinces"

Happiness: Uprising!, Enraged, Angry, Sullen, Content, Happy, Jubilant!


Describes the emotional state of the lower classes

Health: Plague!, Sickly, Poor, Average, Good, Great, Robust!


Pretty self-explanatory

Public Order: Lawless!, Tenuous, Failing, Managing, Improving, Calm, Serene!


Also self-explanatory
- Influences Income

***

Religious Status:

-
***

Prestige:

What does Prestige do, CKII wise? Bonus to relations with absolutely everyone.

In CKII it raises people's opinion for every 100 prestige you have.

It's on a relative scale, but basically divide your prestige by 100, add the score to how much everyone
in the world likes you. (Max bonus of +20 to relations)

***

Piety is also a stat like Prestige in CK2. Piety works by taking the value dividing by 25 (max +20) and
adding the resultant number to the opinion of the other person.

So in pure CK 2 terms Magnus certainly has +40 from piety and prestige (+4 here) To all empire
people before factoring his diplomacy abilities. Personal diplomacy is 3 x ( your diplomacy -4) So
assume Magnus is 15 that would be +33 (or +3)

So he starts at +73 opinion with everyone. (+7 here)

Edit: I do not know what stats Magnus has and he's probably on higher than 15 in diplomacy was just
illustrating the point.

***
Character Name: _____________________

Age: 20
Date of Birth:
Prestige:
Fertility:

Titles:

Equipment:

Physical Description:

Traits (3 maximum):

-
-
-

Base Stats:

Martial:

Diplomacy:

Stewardship:

Learning:

Intrigue:

Piety:
Military:

1.

2.

3.

Diplomacy:

1.

2.

3.

Stewardship:

1.

2.

3.

Learning:

1.

2.

3.

Piety:

1.

2.

3.

Intrigue:

1.

2.

3.
Personal:

1.

2.

3.
To give you some advice, though;

- Start by setting up certain baselines. With the military, for example, make a list of the various unit
types or categories and their cost per ship/regiment/squadron/etc. This will help you when dealing
with actions that involve recruiting new regiments, bringing "damaged" ones up to strength,
upgrading equipment, and so on, since you have a better frame of reference from which to
extrapolate costs.
For example, with the "Upgrade" action that replaces the troop's blasters, you could take a look at the
cost of various infantry regiments, take a fraction of that cost, and calculate the total cost of
upgrading all soldiers with those weapons from there, based on the total number of regiments.
Similarly, do the same in regards to certain "standard" actions that might come up with some
frequency, such as contacting another planet's government, establishing permanent diplomatic
representation, infiltrating specific planets/star-systems, building military bases/fortifications
on/around a planet, etc. It doesn't have to be an exact science with spreadsheets and whatnot, but it
also shouldn't be completely at random.

- Distinguish between the chances of success of an action, and the actual costs involved. An action
being more difficult does not automatically make it more expensive. Taking Phoenix as an example,
attempting to infiltrate/investigate it should be no more expensive than the attempted
infiltration/investigation of the other nearby starsystems; instead the chances of success should be
much lower to reflect the high likelihood of infiltrators/investigators being spotted and neutralized
due to force-user opposition. On the flipside, if you *do* make the action more expensive, then the
chances of success should be raised accordingly, to reflect the added resources being invested. Taking
Phoenix again as an example, you could set the costs at, say, ~10 million, compared to the ~1-2
million it cost to infiltrate/investigate the other two systems, but also give the action to
infiltrate/investigate Phoenix a similar chance of success (~70-80%, IIRC), to account for the fact that
they'd basically throw so many bribes/infiltrators/agents at the system that some are bound to get
through via sheer numbers.
Having extremely high costs in combination with very low chances of success should be a rarity,
reserved for truly extremely difficult things.

- Try to keep track of past turns and the costs and effects of various actions. For one, it creates creates
another benchmark from which you can extrapolate costs more easily since you can fall back on past
examples, and is also more consistent. For another, it lets you keep various effects that come into play
- such as the reduced costs of construction-projects due to worker droids, or the reduced costs of
manning advanced infrastructure due to education - in mind and, ideally, include it in the write-up
of affected actions from the get-go.
Also, if there is no way for the players to afford or succeed at an action (expanding the shipyard from
medium to large, for example, or building all those additional arms factories); don't include them. It
just clutters up the list without serving any useful purpose.

- Go ahead and "play" through your own turns, ideally multiple times. Pick all of the least expensive
options once, and all of the most expensive options the second time. Pick a mix of actions (maybe at
random, maybe as if you were a player trying to pick what you'd think best) a third/fourth/nth time.
Then, compare the costs of those "play-throughs" with the available budget and each other. If there is
extreme variance between the least and most expensive possible turns, and/or the moderate/mixed
turn-picks regularly exceed the turn income, some re-balancing is most likely necessary; either by
reducing costs, increasing income, or both.
Similarly, consider how actions/projects that are supposed to increase income actually impact the
budget. Take the "More Food" action, as an example. It costs ~30 million credits after bonuses to
build, which is ~66% (give or take a bit) of the current income, but it only produces an additional 5
million credits per turn, which is ~10% (a bit less, actually) of the current income. Given that with the
chosen system, the players *have* to pick a certain amount of actions in each category, such ratios
simply aren't sustainable. Meaning you'd either need to re-balance such actions (reducing costs
and/or increasing output), or you need to offer cheaper alternatives through which the players can
slowly raise their income without bankrupting themselves, until the more expensive variant(s) can be
chosen without effectively dictating the entire remainder of the turn-plan.
Noble Heritage: (Pick 1)

[ ] Grand Duke - Descending from a long line of rules your family dynasty has countless generations
of nobility leading back to the time of the Terran Mandate. With each generation your families power
and prestige has grown until it ruled multiple fiefdoms across multiple star systems. Being a Grand
Duke you have the ability to vote in the College of Electors to determine who the next Emperor will
be.

*Grants 4 to 5 fiefdoms
*Includes at least 1 Duke, 2 Counts, and 3 to 5 Barons as direct vassals

[ ] Duke - Your family is powerful, but not quite the level of a Grand Duke. You rule over large tracts
of territory and owe your loyalty to a Grand Duke. You balance on the edge of true power, with a few
more careful steps you could install yourself as a Grand Duke and become an Elector and have a real
chance at the throne.

*Grants 3 fiefdoms
*Includes at least 3 Counts, and 5 Barons as direct vassals

[ ] Count - A mid-tier level noble, your family holds at least one significant holding. Counts and
Countesses are often from families who were founded around a thousand years ago during the
formation of the Holy Terran Empire. You have your work cut out for you if you wish to become
Emperor anytime in the near future.

*Grants 2 fiefdoms
*Includes at least 5 Barons as direct Vassals

[ ] Baron - The lowest level landed Nobility, often with only a single fiefdom and beholden to a more
powerful lord. Your family is more then likely very recently elevated to the aristocracy (often the
result of the excellent military service of an ancestor) and with little true power in the higher Imperial
courts.

*Grants 1 fiefdom

[ ] Knight - The bottom rung of the noble ladder, with no land to your name and probably the first of
your noble line. That said knights aren't made lightly and you would have to be a very resourceful
individual (or know the right people) to achieve such rank. Being a Knight is the first step to creating
a lasting legacy for your family. (Note: Picking this option means you start with basically nothing,
no fiefdoms, no troops, no ships)

*Grants +30% relations with one of the following factions, Imperial Navy, Imperial Army, Imperial
Eye, Universal Church
*Grants +30% relations with any Baron
Dynasty Size: (Pick 1)

[ ] Large Family - Your family is fairly extensive, to include at least 7 or 8 core family members, and 2
to 3 cadet houses with 2 to 3 members each.

*Cadet Houses act similar to vassals, but the PC has less control over them, and they are more likely
to peruse their own goals.
*-20% relations with family members

[ ] Mid Sized Family - Your family has at least 5 core members.

*-10% relations with family members

[ ] Small Family - Your family has at least 3 core members.

*+10% relations with family members


Home World: (Pick 1)

[ ] Temperate - Your Home World, and main hub of power is pleasant as far as worlds go. Plenty of
fresh water, lots of farmland, and a good amount of raw resources.

*+10% relations with lower classes


*Levy sizes increased +2%

[ ] Desert - A world of sand, heat, dunes, and predators. Water and farmland are hard to come by,
and the people are harsh and unforgiving.

*Lower starting population


*Levy sizes decreased by 1%, troops raised on Desert worlds are better at fighting in Desert
environments

[ ] Jungle/Forest - Massive forest/jungles wrap the world in a protective embrace. Farming is


difficult, but there is an abundance of natural resources.

*Levy sizes decreased by 1%, troops raised on Jungle/Forest worlds are better at fighting in
Jungle/Forest environments.

[ ] Ice - Cold inhospitable worlds just barely habitable by Human life. Often a great source of minerals
and metals

*-10% relations with lower classes


*Lower starting population
*Levy sizes decreased by 1%, troops raised on Ice worlds are better at fighting in Ice environments.

[ ] Paradise World - A world that is perfect for Human habitation. People who live on these small
handful of worlds have some of the best lives in the Empire.

*+20% relations with lower classes


*Higher starting population
*Levy size increased by 3%, troops are of a particular poor quality

[ ] Factorium World - Among the oldest settled worlds in the known network. The entire surface of
the planet has been almost totally covered the the manufactoriums needed to produce the military
and civilian goods needed by the empire. The environment of such worlds has been totally destroyed
and resources tapped.

*-20% relations with the lower classes


*Higher starting population
*Levy size increased by 2%

Family Legacy: (Pick Two)

[ ] Proud Soldier - Your family has a history of serving in the Imperial Army.

*Grants a single Army Officer occupation to be given to a family member


*Grants +20% relations with the Imperial Army

[ ] Fleet Officer - Your family has a history of serving in the Imperial Navy.

*Grants a single Naval Officer occupation to be given to a family member


*Grants +20% relations with the Imperial Navy

[ ] Shadowy Connections- Your family has had many shady dealings with the Imperial Eye
organization. The spy network of the Empire.

*Grants a single Spy occupation to be given to a family member


*Grants +20% relations with the Imperial Eye

[ ] By the Grace of God - Your family is intertwined and well respected by the Universal Church.

*Grants a single Bishop occupation to be given to a family member


*Grants a single Church Fiefdom to the family member with the Bishop occupation
*Grants +20% relations with the Universal Church

[ ] Terror of the Stars - Your family has often had dealings with Pirates in the past, and even engaged
in a little piracy themselves on occasion.

*Grants a single Pirate occupation to be given to a family member


*Grants +20% relations with a local Pirate organization
*Grants one Light Cruiser or two Frigates for the personal use of the family member with the Pirate
occupation

[ ] Merchant Prince - Your family has always been magic when it comes to cash.

*Grants a single Merchant occupation to be given to a family member


*Grants two Freighters for the personal use of the family member with Merchant occupation

[ ] Paladin - Your family has one of the ancient war machines known as a Paladin.

*Grants a single Paladin occupation to be given to a family member


*Grants a Paladin War machine to the family member with the Paladin occupation

[ ] Cyberlord - Your family favors heavy cybernetic enhancements.

*Grants a single Cyberlord occupation to be given to a family member


Military: (Pick One)

[ ] Combined Arms - Your family maintains a balance between your House Guard, and your Fleet.
While neither are what could be called elite, neither are incompetent.

*4 Freighters
*6 Frigates
*2 Light Cruisers
*800,000 House Soldiers

[ ] Fleet Focused - Your family has spent generations building up a powerful fleet, while this has
caused your army to lag behind significantly, non can challenge your domination of space.

*8 Freighters
*10 Frigates
*3 Light Cruisers
*1 Heavy Cruiser
*300,000 House Soldiers

[ ] Army Focused - Your family has an excellent House Guard, renowned for their skill in battle. Of
course this dirt side focus has led to an atrophied Fleet.

*4 Freighters
*3 Frigates
*1 Light Cruiser
*1,000,000 House Soldiers
Military Fleet: (Pick One)

[ ] Trade and Transport - Your Fleet is dedicated to the movement of goods and people through your
domain, and plenty of Freighters are needed for the task.

*3 Freighters
*1 Bulk Freighter

[ ] Lighting Speed - Your Fleet is dedicated to speed, allowing you to get warships where and when
they are needed.

*4 Sloops

[ ] Capital Ship - You need a big stick, they don't get much bigger then this.

*1 Grand Cruiser

Military Army: (Pick One)

[ ] Mandatory Militia - A specialized system allows you and your direct vassals to quickly call up
levies when needed. The mandatory formation of Militia units also gives them a slight edge in
training and experience against other conscript forces.

*Levy size increased by 1%

[ ] Bloated House Guard - Your family employs more House Soldiers than is the norm, this has lead
to a slight decrease in skill, but additional soldiers are always nice.

*+300,000 House Soldiers

[ ] Streamlined House Guard - Your family has less House Soldiers than is the norm, but this has lead
to better training and leadership.

*-300,000 House Soldiers


Fiefdom Improvements

Noble Dwelling
Manor = 20 GP (Requires a Lumber camp and a Carpenter. Requires at least 10 men to defend
properly.)
Fortified Manor = 40 GP (provides cover, requires the enemy to have at least ladders and fire.
Requires a Lumbercamp and a Carpenter. Requires at least 20 men to defend properly. )
Small Castle = 200 GP (provides best cover, requires the enemy to have at least ladders and siege
engines. Requires a Quarry, 2 Lumbercamps, a Carpenter and a Architect. requires 500 workers. takes
2 seasons. Requires at least 100 men to defend properly.)
Castle = 400 GP (provides best cover, requires the enemy to have at least siege towers and siege
engines. Requires a Quarry, 2 Lumbercamps, a Carpenter and a Architect. requires 1000 workers.
takes 4 seasons. Requires at least 200 men to defend properly.)
Fortress = 800 GP (Provides a second wall and a moat in a larger radius around the first set of walls, a
Large Town can be held within the walls. (Requires a lake or river nearby to create the moat. Requires
2 Quarries, 4 Lumbercamps, 2 Carpenters and a Architect. requires 2000 workers. takes 6 seasons.
Requires at least 400 men to defend properly.)
Citadel = 2,400 GP (Provides a third wall even further out than the second wall with another moat. A
City can be held within the walls. (Requires a River or Large Lake to build the moat. Requires 2
Quarries, 6 Lumbercamps, 3 Carpenters and a Architect. requires 4000 workers. takes 8 seasons.
Requires at least 1,200 men to defend properly. )

Livestock
Sheep (100 Sheep) = 10 GP (feeds 25 Population, gives wool, improves population health.)
Cows (20 Cows) = 10 GP (feeds 50 population, gives milk, cheese and butter, improves population
health.)
Horses (10 Horses) = 10 GP (feeds 0 population, improves farm production.)
Pigs(50 Pigs) = 10 GP (Feeds 25 population, provides ham, bacon and sausages, improves population
health.)
Chickens(100 Chickens) = 10 GP
Bees(10 hives) = 10 GP (provides honey and wax, improves population health.)

Agriculture
Farms = 2 GP (Provides food for 100 people. Requires 20 people.)
Watermill = 4 GP (required for bakery. Requires a Carpenter.)
Windmill = 4 GP (Can be placed on hills only, required for bakery. Requires a Carpenter.)
Granary = 2 GP (stores excess food for the winter/harsh times. Requires a Carpenter.)
Fortified Granary = 6 GP (Stores excess food for the winter/harsh times. Requires two Carpenters
and 2 Masons. 3 turns to construct.)
Apiary = 3 GP (+1 to Peasant Health and +1 to Peasant Happiness, produces honey and wax.
Requires Beekeeper and Bees. Requires 5 People)
Pig Farm = 5 GP (feeds 25 population, +1 to Peasant Health and +1 to Peasant Happiness produces
ham, sausage and bacon. Requires 50 Pigs. Requires 10 People.)
Chicken Farm = 5 GP ( feeds 50 population. +1 to Peasant Health and +1 to Peasant Happiness.
produces eggs and chicken. Requires chickens and 10 People.)
Pastures = 0 GP (Holds Sheep, Horses and Cows. Requires 20 People.)

Defenses
Earthen Ditch = 1 SP/ Hex border (Slows enemy troops.)
Wooden Palisade = 1 GP/ Hex Border (Provides cover and requires enemy to have at least ladders or
fire, only for villages or smaller. Requires a Lumber camp and a Carpenter.)
Wooden Walls = 2 GP/Hex Border (Provides better cover and requires the enemy to have at least
ladders or fire. Requires a Lumber camp and a Carpenter. Required for Towns.)
Stone Walls = 20 GP/Hex Border (Provides best cover and requires the enemy to have at least siege
towers and siege engines, Required for Large Towns, Requires a Quarry and a Architect. requires 400
workers. takes 2 seasons.)
Large Stone Walls = 300 GP/Hex Border (Provides best cover, requires the enemy to have at least
siege towers and siege engines, required for Cities, Requires a Quarry and a Architect. requires 800
workers, takes 4 seasons.)
Wooden Watch Tower = 1 GP/Hex (Provides improved sight of obvious enemy movement within
three hexes around the watch tower.)
Stone Watch Tower = 10 GP/Hex (Proves improved sight of obvious enemy movement within three
hexes around the watch tower. Improves survivability of troops stationed in the tower.)

Resources
Small Mine = 2 GP (Allows access to minable resources. Requires a Lumber camp. Requires 50 people
to work.)
Large Mine = 4 GP (Doubles value of minable resources. Requires Small Mine and 2 Lumber camps.
requires 100 people to work.)
Huge Mine = 8 GP (Triples value of minable resources. Requires Large Mine, 3 Lumber camps and
Dwarven or Empire Miners. Requires 200 people to work.)
Lumber camp = 1 GP (provides wood for construction. Requires 25 people to work.)
Quarry = 2 GP (provides stone for construction, Requires 5 Stonemasons. Requires 200 people to
work.)
Metalworks = 10 GP (Purifies metals, doubling the value of any Metal Resources. Requires 50 people
to work.)

Religious
Chapel = 4 GP (Improves local landscape, improves local Fey relations and may attracts some
magical creatures. Requires a Carpenter.)
Gardens of Morr = 40 GP (ensures the spirits rest easy, eliminates random, uncontrolled undead,
wards off undead, hinders Necromancers and Vampires, grows rare herbs. Requires 3+ Priests of
Morr)
House of Shallya = 40 GP (Improves local health and happiness, reduces fatalities from plague and
sickness and grows rare herbs. Requires 3+ Sisters of Shallya, a Quarry and a Architect.)

Infrastructure
Grassland Road = 1 GP (Reduces travel time)
Light Forest Road = 2 GP (reduces travel time)
Heavy Forest Road = 3 GP (reduces travel time)
Mountain Road = 4 GP (reduces travel time)
Dwarf Road = 5-8 GP (Reduces travel time)
Ferry = 5 SP (enables river crossing, small parties or less only. Requires 10 people to work.)
Wooden Bridge = 1 GP (enables river crossing, large parties or less only. Requires a Lumber camp
and a Carpenter.)
Stone Bridge = 4 GP (enables river crossing, no limit to party size. Requires a Quarry and a Architect.)
Sewer = 200 GP (Reduces chance of disease, required for a Large Town, City or Large City, Requires a
Quarry and an Architect.)
Luxuries
Bakery = 2 GP (Improves local health and happiness, produces bread. Requires a Carpenter and a
Baker.)
Kiln = 1 GP (Provides improved lumber and pottery. Requires a Carpenter and a Potter.)
Workshop = 4 GP (Doubles the value of taxes collected per season from Seamstresses, Sculptors,
Painters, Weavers, Glassblowers or Jewelers, Leatherworkers. Each Specialist requires their own
workshop. Requires a Carpenter.)
Vineyard = 4 GP (Improves local health and happiness, produces wines. Requires Brewer.)
Distillery = 2 GP (Improves local health and happiness, produces ale, lager or stout beer. Requires
Brewer.)
Meadery = 2 GP (Improves local health and happiness, produces mead, requires Honey and a
Brewer.)
Herb Garden = 6 GP (triples the income of Herbalists. Requires a Herbalist.)
Armory = 10 GP (Doubles the income of Blacksmiths, Weaponsmiths and Armorers. Requires at least
one Blacksmith, one Weaponsmith and one Armorer.)
Market Hall = 10 GP (Doubles income from merchants.)
Small Tavern = 5 GP (+1 Peasant Happiness)
Large Tavern = 10 GP (Requires Small Tavern, +2 Peasant Happiness, -1 Public Order)
Huge Tavern = 20 GP (Requires Large Tavern, +3 Peasant Happiness, -2 Public Order.)
Brothel = 5 GP (+3 Peasant Happiness, -1 Peasant Health, -1 reduces public order)
Inn = 5 GP (Improves Trade)
Dwarf Forge = 5 SP/Smith (Improves smiths and armorer income by 50%, reduces time to make
items.)

Types of Resources
Copper = 5 SP/Season (Requires a Mine)
Potash = 5 SP/Season (Requires a Mine)
Tin = 1 GP/Season (Requires a Mine)
Coal = 1 GP/Season (Requires a Mine)
Iron = 1 GP/Season (Requires a Mine)
Silver = 2 GP/Season (Requires a Mine)
Silverine = 3 GP/Season (Requires a Mine)
Gold = 4 GP/Season (Requires a Mine)
Blood Gold = 6 GP/Season (Requires a Mine)
Gromril = 8 GP/Season (Requires a Mine)
Warpstone = (Varies) (Requires a Mine)
Gems = 16 GP/Season (Requires a Mine)
Marble = 2 GP/Season (Requires a Quarry)
Granite = 2 GP, 5 SP/Season (Requires a Quarry)
Limestone = 1 GP, 2 SP, 5 CP/Season (Requires a Quarry)

Specialists
Blacksmith = 1 GP/Season, needed for Simple Metal weapons or armors.
Weaponsmith = 2 GP/Season, needed for Complex Metal weapons.
Armorer = 2 GP/Season, needed for Complex Metal armors.
Stonemason = 5 SP/Season, needed for Quarry and Simple Stone buildings.
Architect = 2 GP/Season, needed for all Complex buildings.
Carpenter = 1 GP/Season, needed for Simple or Complex Wooden buildings.
Bowyer = 1 GP/Season, needed for Short Bows, Bows or Longbows.
Fletcher = 1 GP/Season, needed for Arrows or Bolts.
Leatherworker = 1 GP/Season, needed for Armorer.
Merchant = 1 GP/Season, can supply small amounts of various types of Simple non-magical goods
and resources.
Brewer = 5 SP/Season, needed for either a Meadery or Brewery or Vineyard.
Seamstress = 2 GP/Season, needed for Complex clothing.
Weaver = 5 SP/Season, needed for Simple clothing.
Baker = 1 GP/Season, needed for a Bakery.
Strigany Caravan = 1 SP/Season, provides soothsayers, entertainers, acrobats, dancers, soothsayers
and fortune tellers.
Glassblower = 1 GP/Season, needed for Simple or Complex glass products or windows.
Jeweler = 2 GP/Season, needed for Simple or Complex Jewelry.
Potter = 5 SP/Season, needed for a Kiln.
Herbalist = 1 GP/Season, needed for Uncommon or Rare herbs.
Miner = 5 SP/Season, needed for Small or Large Mines.
Engineer = 2 GP/Season, needed for repairs of Mines, Stone Walls or Castles.

Settlements
Hamlet = 0 GP/Season (Requires at least 50 population and houses up to 200 Population. Takes up 1
Hex.)
Village = 1 GP/Season (Requires at least 250 population and houses up to 1,000 Population. Takes up
1 Hex.)
Town = 5 GP/Season (Requires at least 1,500 population and houses up to 6,000 Population, Requires
Wooden Walls and Earthen Ditch. Takes up 1 Hex.)
Large Town = 20 GP/Season (Requires at least 9,000 population and houses up to 30,000 Population,
Requires Stone Walls, Earthen Ditch or Moat, Sewers and a Manor or Fortified Manor. Takes up 2
Hexes.)
City = 50 GP/Season (Requires at least 45,000 population and houses to up 100,000 Population,
Requires Large Stone Walls, Earthen Ditch or Moat, Sewers and a Manor, Fortified Manor or a Castle.
Take up 3 Hexes.)
Recruiting:

Recruiting is a simple process. It is done in unit sizes, the smallest is a squad. The largest is a
regiment. Each section that follows has a modifier. Once you finish selecting the species, skill level,
and experience multiply that number by 5, then multiply again by the unit size. This will give you the
unit cost, before equipment, in silver. Next, add up the equipment cost, multiply by the unit size, add
the total to the previous unit cost to get the total recruitment cost. Divide that total by 100 to get the
upkeep cost. Note, when recruiting crew for ships, the modifier is 10 instead of 5.

Additional notes on recruiting

Unit Size
Squad: 10, Max 1 Heavy Weapon
Platoon: 50, Max 5 Heavy Weapon
Centuria: 100, Max 10 Heavy Weapon
Company: 500, Max 50 Heavy Weapon
Regiment: 1000, Max 100 Heavy Weapon
Legion: 5000, Max 200 Heavy Weapon

Ship Crews - See ship requirements

Species:
0 - Humans: The standard person, the majorty of sapient beings out there, humans are a jack of all
trades, but excel at nothing. If anything, they are the standard by which all can be compared.
1 - Elves: Elves are extremely agile and have enhanced reflexes, but are overall better in all aspects to
humans. Additionally, they do not require as much sleep as humans. Elves are biologically immortal;
they age slower than humans, maturing ~50 years of age, then their aging grinds to a near halt.
2 - Dwarves: Proud, strong, and extremely good engineers, dwarves are only slightly shorter than
humans. They make up for the height difference with immense strength and devotion to their duties.
While Dwarves do age slower than humans, they mature even slower than Elves at ~100 years of age,
where aging slows tremendously. They are mortal though, just with ~500 year lifespans (with some
of the longest-lived Dwarves having lived up to ~1000 years, often with magical assistance).

Type:
This is the type of the unit. This number should not be compared to the personal skill ratings but
should be used to compare the different tiers of experience when recruiting.

0 - Militia: Citizen soldiers, very little training. They’re mostly used as meatshields for more
experienced forces.. (Skill < 20)
1 - Novice: Trained, but do not have experience in combat.. (Skill > 20, but < 40)
4 - Regular: Trained and constantly practicing. They may or may not have experience in combat (skill
> 40, but < 60
5 - Greenhorn Crew: These are crew who may or may not have any training on a ship, but are willing
to learn.
5 - Scout: A soldier who has been trained in reconnaissance and other support-type duties
6 - Professional: Constantly trained and practicing, these are professional soldiers in every term of the
word. Well trained and very skilled..(Skill > 60, but < 80)
10 - Elite: Has training and extensive experience. (Skill > 80)
10 - Ship Crew: These are crewmen who have been trained on how to crew a vessel, they do not have
much experience, but will know what to do.
20 - Ranger: A soldier who is trained to operate for long periods without support or assistance.
- Max unit size is a platoon.
20 - Experienced Ship Crew: These are sailors who have been on the seas for a while, they know what
to do, they know how to crew a ship.
20 - Sniper: A soldier who is extremely accurate with a bow or crossbow. These are dedicated
professionals, but of a specialized type.
- Max unit size is a platoon.
30 - Mage: Trained magic users who can be leveraged to cast their powerful spells in battle.
- Max unit size is a Company. Can only have 30 units of mages active at a time.
30 - Battlemage: Skilled magic wielding soldiers who are trained in the art of war.
- Max unit size is a Company. Can only have 20 units of Battlemages active at a time.
30 - Marines: These are veteran sailors who have also been through combat. They know how to board
and counterboard ships. They are experts at close quarters combat.
50 - Warrior Mage: Professional soldiers who are also trained in magic, these warriors are a force to
be reckoned with in battle. They come with their magical implement.
- Max unit size is a Company. Can only have 10 units of warrior mages active at a time.

Equipment:

Melee Weapons: These are melee weapons issued to every single one of the soldiers in the unit, all
prices in silver.
Bludgeoning - A weapon type that has no real advantages or disadvantages.
0.2 silver - Club: A piece of wood with a sphere of metal at the end, designed to bludgeon a target to
death.
0.5 silver - Mace: An improved club, with spikes on the sphere.
0.2 silver - Quarterstaff: A long piece of wood, about the same diameter down its length, designed to
bludgeon a target.
0.5 silver - Hammer: Similar to a club, only this has a flattened surface to truly “hammer” and
bludgeon a target to death.
5 silver - Flail: A weapon that has the spiked ball of a mace connected to a chain. Designed to
bludgeon targets to death.
Piercing - A weapon type that is especially effective against heavy armor
1 silver - Pick: A weapon designed to pierce even the heaviest of armor. It has two sharp points on a
head that is mounted to a short shaft.
2 silver - Warhammer: A hammer with a spike at the end, a true weapon of war.
Axes - A weapon type that is particularly effective against polearms
0.5 silver - Handaxe: A small axe commonly used to chop wood or fell trees.
1 silver - Waraxe: A heavier, larger, but balanced axe designed to chop and slice through armor. May
have a flat “hammer” surface at the opposite side of the blade.
5 silver - Greataxe: A large axe with a blade on both sides.
Swords - Speedy weapons effective against Axes
0.1 silver - Dagger: a short bladed weapon designed to stab
0.5 silver - Shortsword: a edged blade designed to slice and work with a shield.
1 silver - Longsword: A blade about 100cm long, that is designed to pierce rather than slice.
5 silver - Greatsword: A massive blade that requires two hands to wield, designed to cleave or
bludgeon with force
1 silver - Dao: A single edge sword, similar to a saber, designed to slash and chop.
Polearms - Weapons that can reach out beyond a blade.
2 silver - Glaive: A piece of wood with a heavy blade at the back.
1 silver - Spear: A shaft with a stabbing head, it has reach.
1 silver - Bayonet: A pyramidal attachment that goes over the tip of a rifle so it can act like a spear.
Must be mounted on a rifle or carbine.
2 silver - Javelin: A version of a spear crafted to be well balanced when thrown.

Ranged Weapons: These are ranged weapons issued to every single one of the soldiers in the unit, all
prices in silver.
"Ordinary" Ranged - Consisting of weapons propelled by mechanical force
0.1 silver - Sling: small leather straps used to hurl stones or pellets at a target.
0.5 silver - Shortbow: A lightweight bow designed for use on horseback.
1 silver - Hunting Bow: A bow previously designed to hunt small game.
2 silver - Longbow: A large, powerful bow capable of making attacks at long range.
50 silver - Mage Bow: An enchanted short bow that conjures its own arrows and doubles the strength
of the archer. The bow launches an arrow every time the string is drawn back.
1 silver - Crossbow: A simple to train and use weapon that fires a metal or wooden bolt.
3 silver - Heavy Crossbow: A large crossbow that fires large bolts at a target. has a very slow rate of
fire
5 silver - Repeating Crossbow: A variant of a standard crossbow that can fire up to 15 bolts in quick
succession using enchanted bands and a top-feeding magazine.
Magic Implements - Consisting of weapons utilizing magic to deal damage
10 silver - Firestick: An enchanted stick that fires a gout of flame from one end. Good for repeated
uses if recharged.
10 silver - Icestick: An enchanted stick that launches a ray of frost from one end. Good for repeated
uses if recharged.
50 silver - Boomstick: An enchanted stick that launches a sphere of explosive magics. Good for
repeated uses if recharged.
100 silver - Wand: A small magical focus that allows mages to cast spells with precision and accuracy.
100 silver - Magic Rifle: Essentially a barrel with a series of runes that pushes and drags a ball of iron
shot up to high velocities. This version draws power from the wielder directly and is able to fire
around seventy shots before an average human tires.
200 silver - Magic Rifle (Charged): A magic rifle that draws its power from a high grade gem or
crystal charged with magic instead of the wielder. This allows the weapon to fire at even higher
velocities. A standard crystal (depending on the gem) allows between sixteen and twenty shots
before the weapon starts tapping into the wielder for magic.
400 silver - Spell-staff: A large magical focus that allows mages to cast more devastating spells by
channeling energy from the earth through the conductive core.
800 silver - Bolt-Action Boom-stick Smoothbore Carbine: A shorter version of the bolt-action rifle
designed to be used in close quarters, like on a ship.
1,000 silver - Bolt-Action Boom-stick Smoothbore Rifle: A weapon based upon the Northerner design,
it fires a small shot ball at high velocities with a half-sized boomstick. This weapon is reloaded from
the back.
Explosives - Weapons that deal damage through explosive force
10 silver - Gunpowder Grenade: A throwable explosive device consisting of a metal casing filled with
gunpowder and a runic trigger.
Can have traits improved but not material.
15 silver - Firebomb: A throwable explosive device consisting of a ceramic casing and kinetic
detonator.
Can have traits improved but not material.
20 silver - Blasting Gel Grenade: A throwable explosive device consisting of a metal casing filled with
blasting gel and a runic trigger.
Can have traits improved but not material.
Firearms - Weapons that utilize chemical force to accelerate projectiles.
For all firearms, composition and traits can be improved, but composition cannot be below a 1.0x
multiplier.

5 silver - Spell Stick Mount: An attachment that goes on the front of a rifle or carbine, under the barrel
and allows for mounting of a spell stick (as below).
25 silver - Pistol: A small weapon that loads a charge reduced power cartridge to fire an iron ball.
40 silver - Carbine: A firearm with a bolt-action that is based on the steel bolt action rifle, but uses
reduced load for recoil control. This one has a shorter barrel length for better use in close quarters.
50 silver - Rifle: A firearm with a bolt-action that is based on the steel bolt action rifle, but uses
reduced load for recoil control.
70 silver - Heavy Bolt-Action Carbine: A cut down version of the rifle that is designed to be used in
close quarters. The recoil is even worse on this variant.
80 silver - Heavy Bolt-Action Rifle: A weapon that fires a single iron ball with a very large load of
blasting gel. Has a very high recoil. Penetrates most armor.

Firearm Improvements
10 silver - Capslock: Drills a hole in the chamber to allow for a paper-chemical ignite and hammer to
fire the weapon if the magic doesn't work.
10 silver - "Long" Prefix: This extends a rifle to increase long-range accuracy. Increased size makes a
rifle very... unwieldy.
30 silver - Magazine Fed: This attaches a specialized system that can give a soldier up to three (3)
rounds in "storage" or reserve. This reduces the time spent reloading a weapon, allowing a soldier to
fire more bullets into the air.
Only effective on Rifles and Carbines

Weapon Traits: A normal weapon or armor is well.. normal. Traits can be added to enhance the
ability and quality of the armor or weapon.
x0.5 - Rusty: A rusty piece of equipment is well.. rusty. Its not that good and not that sharp. But its
cheap since they’ve been picked off a battlefield.
x1.25 - Durable: A piece of equipment that is hardier and more resistant to damage than normal
x1.25 - Fine: A better than average piece of equipment.
x1.25 - Heavy: A piece of equipment that is heavier or denser than normal.
x1.25 - Sharp: A piece of equipment that is sharper than normal.
- Only applicable to bladed weapons
x1.5 - Quality: A quality piece of equipment is well made, its durable and gives an advantage over
normal equipment
x2 - Masterwork: Crafted by master smiths, these weapons and equipment are of extremely high
quality. They double the cost of any equipment

Shields: Something designed to deflect or protect against attacks.


0.1 silver - Wooden Shield: A round or squre shield made of wood.
->Composition can’t be modified
0.5 silver - Tower Wooden Shield: A massive wooden shield about the height of a person.
->Composition can’t be modified
0.5 silver - Round Hide Shield: A shield made with reinforced hides, offering better protection
->Composition can’t be modified
0.5 silver - Buckler Shield: A small, mobile shield designed to deflect attacks.
2 silver - Round Shield: A standard shield, providing coverage of a torso-sized area.
3 silver - Kite Shield: designed to better protect calvary when riding into battle, shaped like a kite and
tapers to a sharp point.
10 silver - Tower Shield: A large, heavy shield designed to cover the entire body.
15 silver - Pavise: A very large convex shield larger than a person. This shield is designed to cover an
archer and is planted into the ground to shield against incoming missiles.

Armor: Worn to protect the wearer from external attacks.


0.2 silver - Leather Armor: Armor made from leather that provides little protection.
0.5 silver - Laminated Armor: Armor made from layers of strong leather giving better protection
against piercing attacks.
1 silver - Chain Armor: Armor made from interconnected metal loops, providing excellent protection
against slashing attacks.
1 silver - Llamer armor: Armor made of arranged rectangular armor plates. They are heavy, but
provide some protection against slashing and piercing attacks.
10 silver - Coat of Plates: Armor that consists of metal plates sewn together on the inside of a
garment. Very concealable.
20 silver - Laminar Armor: A series of overlapping rows or bands of solid armor plates that provide
protection from slashing attacks.
30 silver - Scale Armor: Armor made of many individual overlapping small “scales” modeled after
dragons. These provide excellent protection against slashing and piercing attacks, but are heavy.
40 silver - Light Plate: A suit of thinner metal plates that provides excellent protection.
100 silver - Full Plate: A suit of metal plates that provides unparalleled protection to the wearer.
200 silver - Heavy Plate: A suit of metal plates that has been doubled up in thickness in certain
sections. This armor is even heavier than full plate, but provides excellent protection.
1,000 silver - Jishibu: An extremely lightweight, but piercing resistant cloth-like material that
provides excellent protection against piercing attacks but almost no protection against kinetic impact
or blunt force. The composition of this armor cannot be modified.

Composition: This determines the material the equipment is made of, as a standard, all equipment is
made of iron unless they are bows or indicate otherwise. These are modifiers to the cost of the
equipment.
x0.75 - Bronze: Made of a weaker metal, bronze. Items made of this are weaker but lighter than iron.
x1.1 - Steel: Stronger and lighter than iron.
1.25x - Blue-Iron: An alloy of standard iron with the blue metal which is more durable than standard
Iron.
x1.4 - Mithril: A material that is ultra-light, while being more durable than steel or iron. It is weaker
than Adamantine.
x1.5 - Adamantine: Even stronger than steel, but just as heavy
x1.75 - Blue-Steel: An alloy of steel and the blue metal which is extremely durable for the same
weight, its nearly three times as strong as regular steel and a step above even Adamantine.
x2 - Silver: A coating of silver renders the weapon extremely effective against magical beasts and
creatures. It also allows a weapon to better conduct magic
x8 - Blue Gold: An alloy of gold and the blue metal that allows gold to be as durable as bronze. This
alloy greatly conducts magic.
Enchantment: This determines the magical enchantment added to the weapon or armor. If it affects
the surface, it affects the outer surface. These are modifiers to the cost of the equipment.
x1.1 - Sharpen: Keeps an edge sharp at all times; best when used with a sharp weapon, like a sword.
x1.1 - Harden: Increases the hardness and durability, allowing a weapon or armor to easier resist high
impacts.
x1.25 - Searing: Increases the surface temperature on demand. This gets hot enough to ignite wood on
touch.
x1.25 - Shocking: Covers the surface with energy, shocking and stunning those that come in contact
x1.75 - Anchor: On demand, the weapon or armor resists any and all movement by anyone other than
its registered wielder and owner.
x2 - Recoil Absorption: Magic takes the recoil of a weapon and disperses it, reducing the "kick" of a
piece of equipment.
x4 - Force: A magical burst emanates from the tip of the weapon, throwing enemies and opponents
back.
x4 - Self Propulsion: Enchantment arrays utilizing both runes and imbuing of an object allow a
wheeled weapon or vehicle to propel itself at a moderate rate. Higher speeds consume more magic.
-> Usable on Chariots and heavy weapons ONLY.
x10 - Lesser Flight: On demand, the enchantment allows the user to "fly" for a short period of time. It
consumes a large amount of magic.
-> Used on Armor only.

Mounts: Something a soldier rides upon and can fight from. The simples horse could be utilized to
speed a soldier's travel through the wilderness. A more well trained horse is one bred for war. You
can indicate how many horses are assigned to the unit.
50 silver - Packhorse: An animal bred to carry goods over long distances. They aren't trained, but can
speed the movement of an army.
- As they are designed to move goods for an army, having one packhorse per 5 soliders increases the
rate of movement.
1 gold - Riding Horse: A common horse used by nobles for pleasure and recreation.
2 gold - Hunting Horse: A horse trained to maneuver through the trees of a forest. They are
commonly used to chase game.
5 gold - Warhorse: A horse, usually a stallion, bred and trained for battle.
10 gold - Enhanced Warhorse: A warhorse that has been improved through the use of alchemical
means, usually potions to increase their endurance and durability.
30 gold - Riding Dog: A specially modified and enhanced dog (basically magically-augmented Dire
Wolf) that's big enough to be ridden on and ride into battle. These animals are more capable in
combat compared to a horse, but have lesser endurance.

Chariots: A type of carriage pulled by horses. In battle, these can serve as mobile platforms for
ranged weapons and artillery. Chariots are considered heavy equipment and require at least two
people man them. Note, add the price of artillery chariots to the price of the heavy equipment they
will be mounted with.
15 gold - Standard Chariot: A platform that can rapidly move across battlefields, serving as shooting
platforms for ranged weapons or as transport for soldiers. (A single chariot can hold up to 10 soldiers
riding in it)
20 gold - Artillery Chariot: A platform that is designed to mount heavier weapons, like scorpios,
ballistas, and light cannon. Regular cannon and catapults are too heavy. They might even be used to
drop mines.
30 gold - Armored Chariot: A chariot that has been enclosed on all four sides. It can be used to mount
a scorpio or serve as a more protected shooting platform.

Heavy Equipment: Heavy equipment currently covers equipment that requires two or more persons
to man. The unit's size (platoon = 1, company = 10, regiment = 100) will indicate how much heavy
equipment type can be acquired for that unit. Notably, heavy equipment cannot be improved by
changing its composition but can have its quality improved, ie. no Bronze Ballista but a Masterwork
Ballista is ok.
10 gold - Mobile Barrier: An angled wall plated with layers of iron mounted on a cart with two
wheels designed to protect archers or a weapon crew against enemy fire.
15 gold - Blackpowder Rocket: A cheap, low cost weapon composed of warhead and a body filled
with blackpowder and blasting gel. Its extremely inaccurate, but produces a very obvious trail of fire
and smoke. An excellent fear weapon.
25 gold - Magic Launcher: A metal tube engraved with runes to propel objects towards an enemy.
Objects could be rocks, shot balls, or even grenades.
75 gold - Scorpio: A small, lightweight, highly mobile ballista (or upscaled crossbow) capable of
launching bolts up to 400 meters on a relatively flat trajectory.
125 gold - Ballista: A siege weapon that fires heavy bolts up 1,000 meters on a relatively flat trajectory.
150 gold - Catapult: A weapon that flings objects up to 600 meters on a high ballistic trajectory by
torsion.
250 gold - Explosive Mine: A cask packed full of explosives that can be buried or rolled at an enemy.
A linked rune will detonate the cask on command or when the other end of hte link goes out of
range.
250 gold - Light Mortar: A breechloading cannon designed to fire explosive shot at high, parabolic
angles, over walls, hills or buildings. It has a range of about 600 meters.
250 gold - Small Launcher: A magicaly powered 'catapult' that launches a 40 kg object up to 1,000
meters via a high ballistic trajectory.
300 gold - Flame Launcher: An enchanted device that shoots a jet of flame approximately 50m long
for up to two minutes at a time. A second mode allows the weapon to launch fireballs up to 200
meters. The fireballs explode upon impact.
375 gold - Repeating Ballista: An advanced, magically enchanted ballista that fires light bolts at high
rates. It launches the bolts up to 400 meters on a relatively flat trajectory.
400 gold - Rocket Battery: A rack with charge runes that can fire up to 50 rockets in one salvo.
500 gold - Light Cannon: A small breechloading cannon using explosives that fires light projectiles
weighing up to 2kg to 1,500 meter on a relatively flat trajectory. It has a rate of fire on-par with
ballista.
500 gold - Mortar: A breechloading cannon designed to fire explosive shot at high parabolic angles
over walls, hills, or buildings. It has a range of about 900 meters.
600 gold - Large Rocket Battery: A rack with charge runes that can fire up to 150 rockets in a single
savlo
1,000 gold - Large Launcher: A magicaly powered 'catapult' that lanches objects up to 2,500 meters
away via a high ballistic trajectory.
1,000 gold - Cannon: A breechloading cannon that fires/propels objects with explosives up to 800
meters. The objects fly on a relatively flat trajectory and the weapon has a rate of fire that is higher
than any launcher or catapult but lower than that of a ballista.
1,000 gold - Teleportation Barrier: A warded stone block that prevents mages from teleporting into
the barrier's space. Can cover a whole regiment and then some.
2,500 gold - Great Cannon: A massive breechloading cannon that fires/propels 200 kg shot up to
2,000 meters away. These objects fly on a very flat trajectory, but unlike other cannon, this weapon
has a very low rate of fire due to the sheer weight of its projectiles.

Air Equipment: Air equipment is equipment that puts a unit up into the air. This covers equipment
that could require one or two people to operate and the remainder that's needed to support them. For
the time being, air equipment is restricted to the platoon level.
150 gold - Hot Air Balloon: A very large cloth canvas "bag" that's designed to hold warm air, allowing
it to lift a wooden basket into the sky. Its a very effective spotting and short range communications
platform.
10,000 gold - Magical Flyer: A rough prototype that must remain in movement at all times. This
vehicle is able to propel itself through the air like a bird. Soldiers can then drop grenades or shot onto
an enemy with it or scout. It is powered by liquid mana and can run for up to 30 minutes at a time

***

Ship Construction:

Building a ship is a little different from recruiting soldiers. The process takes three steps. First, the
base of the ship is created through selection of ship role (a multiplier), hull type (a multiplier), hull
size (a multiplier and a price), and hull composition. The hull type multiplier is applied to the hull
size price. The hull size multiplier is applied to the hull composition and any weapons and
enchantments applied to the ship. The total number from the first section is the base cost of the ship.
Next, as step 2, weapons and enchantments are selected. The costs of these have the hull size
multiplier applied to them. The total cost of step 2 is added to step 1 to find the total cost of the ship.
From there, you have to recruit the crew, which is step 3. The crew required is the sum of the ship
size crew requirements added to the weapon and enchantment crew requirements. Crew are then
recruited using the standard system and their recruitment cost is added to the cost of the ship.
Upkeep is then calculated from the total by dividing the total by 50.

Ship Role
0.5x Merchant Vessel - These are ships designed for trade. In addition to being half the cost, they also
have half the weapon and enchantment slots as well as half the crew requirements.
0.75x Coastal - These ships are designed to operate in "green water" or littoral zones. These ships
have smaller crews (50%), smaller stores, and tend to operate close to land, though often have the
same armament as their blue water cousins.
1x Warship - These are ships of war, designed for battle and the source of these designs.
1.5x Exploration Ship - These are ships designed to head out and explore. They carry smaller crews
(75% of original) but more cargo and supplies for their long journeys. They also are better built and
more durable compared to even a standard warship.
3x Flagship - Ships of this role are the pride of the fleet. They represent the pinnacle of the Empire's
naval might. They are much more heavily armed (25% more), heavily enchanted (25% more slots),
and built using only the best and highest quality of materials. These ships also have communications
enchantments and rooms dedicated to transmitting orders throughout a fleet.

Hull Type
1x - Monohull - A standard monohulled ship, meaning it has a single hull. This ship has a sharp keel,
allowing it to cut through the water, giving good speeds and excellent maneuverability. However
ballast has to be kept on board the ship to keep it stable in the water.
1.5x - Catamaran - A hull type composed of two parallel hulls of equal size. This hull type is
inherently stable and can operate in very shallow water. It also is faster than most monohulls of the
same size, but has a reduced maneuverability.
1.5x - Junk - A derivative of monohulled ships, this hull type has a wide slightly curved bottom
giving it extreme stability. These ships have the greatest storage capacity and relatively high speed
and are about as maneuverable as any other mono-hulled vessel.
2.0x - Trimaran - A hull type that is composed of a large main "mono-hull" with two smaller outrigger
hulls attached to either side the main hull. These ships have excellent maneuverability and speed, but
suffer from small storage capacity, meaning shorter range.
2.0x - Low-Drag Monohull - A variant of the standard monohull based on Nandan designs. The
shape allows for surprisingly high speeds. The downside is less stability in high seas.

Hull Size:
500 gold, 1x - Galley - A small oar propelled ship from a previous age. These ships require a medium
sized crew (150) and are relatively quick for their size.
- Maximum 2 weapons, 2 enchantments
1,000 gold, 1x - Sloop - A small ship propelled by sail. These ships are very fast and maneuverable,
and require a small crew (50).
- Maximum 2 weapons, 2 enchantments
1,500 gold, 1.25x - Brig - A small ship propelled by sail and using a medium sized crew (150). They're
standard general purpose ships.
- Maximum 3 weapons, 2 enchantments
2,000 gold, 1.5x - Schooner - A relatively small ship propelled by sail with a moderately sized crew
(150). They're fast general purpose warships.
- Maximum 3 weapons, 3 enchantments
5,000 gold, 2x - Galleon - A medium sized vessel propelled by sail with a medium sized crew (250).
- Maximum 5 weapons, 5 enchantments
10,000 gold, 2x - Brigantine - A medium sized warship propelled by sail with a large crew (350).
These ships are dedicated warships designed to project the kingdom's power onto the seas.
- Maximum 5 weapons, 10 enchantments
15,000 gold, 2.5x - Frigate - A large warship propelled by sail requiring a large crew (500). These ships
are dedicated warships, designed to offer long range firepower from their decks.
- Maximum 7 weapons, 10 enchantments
30,000 gold, 4x - Fortress - A massive warship designed to be a castle on the seas. These ships require
large crews (1,200) and move relatively slowly through the water.
- Maximum 10 weapons, 15 enchantments

Hull Composition:
0 gold - Wood - A standard ship material requiring no special additions. It just works.
500 gold - Wooden Composite - Alternating layers of wood with special glues give a ship more
durability over standard wooden hulls.
1,000 gold - Hardwood - Stronger, old, slow-growth wood is used to increase the strength and
durability of the ship.
1,500 gold - Hardwood Composite - Alternating layers of various woods, hardwoods, and flexible
woods enhance each others strength, increasing the durability of a vessel.
2,000 gold - Ironwood - Enchanted wood that gives a vessel extreme strength and durability in the
face of fire.
3,000 gold - Ironwood Composite - Alternating layers of ironwood, softer, and more flexible woods
are glued together to give a vessel greater defensive strength and durability.

Hull Armor:
3,000 gold - Iron Plated - A layer of anodized iron is installed over the ship's hull, giving the ship
great endurance and strength.
5,500 gold - Steel Plated - A layer of steel plate is installed over the ship's hull, giving the ship greater
endurance and strength.
8,000 gold - Blue-Iron Plated - Blue-Iron alloy is plated with copper to protect against the elements
before being bolted onto the hull for a substantial increase in durability.
10,500 gold - Blue-Steel Plated - Blue-Steel alloy is plated with copper to protect against the elements
before being bolted onto the hull for a surprisingly large increase in durability.

Weapons: A purchase of a weapon indicates equipping the ship with a single set of that weapon.
Multiple purchases mean multiple sets.
500 gold, +5 crew - Repeating Crossbow - A crossbow with a mechanism that allows it to fire rapidly
from a magazine of bolts.
700 gold, +10 crew - Enchanted Repeating Crossbow - A repeating crossbow that has been enchanted
to increase the strength of the archer, allow the bolts to be fired at full strength instead of reduced
strength due to the rate of fire.
1,000 gold, +25 crew - Ballista - A weapon that fires large bolts using tension to launch bolts at a
target. These weapons are relatively easy to aim and can fire projectiles other than bolts.
2,000 gold +50 crew - Catapult - A weapon that lobs projectiles in a parabolic trajectory at another
ship or at a target on land. These weapons are hard to aim due to the parabolic trajectory.
2,000 gold, +25 crew - Repeating Ballista - Essentially a upscaled repeating crossbow, the repeating
ballista can fire bolts rapidly from a top-loaded magazine.
3,000 gold, +25 crew - Magic Torpedo - A cask of explosives with runes on the back designed to
propel it through the water. This includes runes to detonate the cask upon contact with another ship
or on command of the ship's captain.
4,000 gold, +25 crew - Light Cannon - Small, lightweight, breechloading cannon that are fast to reload
and fast to aim.
5,000 gold, +25 crew - Magic Launcher - A downsized version of the large magic launchers is loaded
on the ship. This lobs a projectile at other ships on a parabolic trajectory.
6,000 gold, +50 crew - Naval Mortar - A lightened version of the army's mortar designed to be loaded
on a ship. This weapon is breech loaded and fires an explosive projectile at high parabolic angles onto
the decks of enemy ships.
7,000 gold, +50 crew - Cannon - The standard breechloading cannon is emplaced onto the ship. These
cannon are fixed, to a point, and are slow to aim.
10,000 gold, +50 crew - Great cannon - A massive breechloading cannon that is mounted on the prow
of a ship. This cannon consumes 3 weapon slots worth of space. It can pitch up and down as well as
aim up to 30 degrees off center.
Due to its size and weight, only one can be mounted on any ship.

Propulsion: How the ship moves through the water. Enchantments are accepted on top of this
category. A ship can only have one type of propulsion and all ships (unless noted) are assumed to
have sails.
500 gold - Paddle Drive - Using magic and mechanics, a series of paddles are used to push a ship
through the water. Its not very efficient or effective.
1,500 gold - Screw Drive - Using magic and mechanics, a screw is twisted and turned pumping water
through a tube and pulling the ship through the water through its force.
Enchantments: A purchase of an enchantment indicates enchanting the ship with that enchantment
once. Multiple purchases mean multiple enchantments, but do note enchantments are not as efficient
when stacked
250 gold - Comfort - A series of comfort enchantments that make working on board the ship
comfortable, regardless of the weather.
500 gold - Strength - An enchantment that increases the strength of the hull
500 gold - Fire Protection - An enchantment that protects a ship from burning.
1,000 gold - Propel (Maneuverability) - An enchantment that propels a ship through the water with
magic, augmenting a ship's sails or allowing it to go without sails. This variant makes a ship more
agile.
1,000 gold - Propel (Speed) - An enchantment that propels a ship through the water with magic,
augmenting a ship's sails or allowing it to go without sails. This variant focuses on top speed.
1,000 gold - Slip - An enchantment that reduces the drag on a ship's hull, allowing it to cut through
the water faster.
2,000 gold - Deflect - An enchantment that causes projectiles to bounce off a ship's hull rather than
stick into the hull.
5,000 gold - Greater Propel (Maneuver) - A enchantment that rapidly propels a ship through the
water, greatly increasing its speed and maneuverability.
- Consumes 2 enchantment "slots"
5,000 gold - Greater Propel (Speed) - A enchantment that rapidly propels a ship through the water,
greatly increasing its speed.
- Consumes 2 enchantment "slots"
Nearest Stars of Interest

Epsilon Indi is 9.211 Light Years from Delta Pavonis and almost directly between us and Earth

Two Brown Dwarfs have smashed much of the System into rubble but a Decent Ice-covered “moon”
exists in orbit of one of them. (This system you dropped a probe in and thus know pretty well)

Beta Hydri: G-class Star is 9.29 LY from Pavonis but 24.33 from Earth

Super Jupiter Gas giant? Pretty sure it has at least one potential garden world, course it could be like
venus or mars when you got there.

Gamma Pavonis: 10.842 from Pavonis, but 30.21 from Earth, bright young F-class star, lots of gas
giants and asteroids, you think there is a good chance at a habitable world but it is hard to be sure
from here.

Zeta Tucanae: 13.03 LY from Pavonis, 28.01 from Earth, very sunlike star, good prospects.

41 Arae: Loose Binary (over 200 au apart) 15.03 LY from Pavonis but 29 from Earth

Fainter star is an oddity, totally lacking all elements apart from Hydrogen and Helium, very metal
poor system.

Fomalhaut: 17.5 from Pavonis but 24.8 from Earth, noted for a debris covered Jupiter class world.

82 Eridani: 19.12 from Pavonis, 19.71 from Earth, good planet forming chances

Tau Ceti: 19.99 from Pavonis, but 11.905 from Earth, seems oddly light on planets compared to
normal expectations.

Beta Trianguli Austailus: 24.09 from Pavonis, 40.37 from Earth, young f class, good prospects.
Exploration Policies:

Exploration Thoroughness:

Level 1: Extremely thorough - Survey every planet extensively, every asteroid belt for possible
minerals, and the system for possible wreckage. Map all possible jump points and jump routes too
and from the system.

Level 2: Thorough - Survey every planet and asteroid belt. Map major jump points and routes.

Level 3: Quick - Quickly survey every planet, investigate anything interesting, locate major jump
points and any easy routes.

Level 4: Fast - System scan while in system, stop for anything interesting, locate easy to find jump
points and easy routes.

***

First Contact Protocols:

Level 1: Make first contact. Go looking for possible intelligent life.

Level 2: If detected begin first contact procedures. Captain's discretion.

Level 3: Avoid detection if possible, only make first contact if pressed. Captain's discretion.

Level 4: Do not be found. Flee. Cloak. Do not engage.

***

First Contact Diplo Options:

Crit Fail - Congratulations, you are now at WAR!

Fail - Get chased off by their military

Neutral/Success - Diplomatic Channels Open, Trade options at no special bonus

Great Success - Diplomatic channels Open, Trade Options where they want a specific thing that they
heard you had from another race

Crit Success - Diplomatic channels Open, Trade Options with bonuses, We are the best thing since
sliced bread, and we have a surplus of just the things they want by chance.
Orbital Construction/Shipyard Points System:

Monitors (Frigate) = 1
Experimental Corvette = 2
Frigates = 2
Monitor (Destroyer) = 2
Destroyers = 3
Stealth Destroyer = 4
Light Cruisers = 4
Cruisers = 5
Missile Cruisers = 5
Heavy Cruisers = 6
Battlecruisers = 6
Battleships = 8
Carrier (Cruiser) = 6
Carrier (Battleship) = 8

Tier 1 Shipyard –Monitors (Frigates), Frigates only


- 20 points

Tier 2 Shipyard – All ship classes until Cruisers, no Stealth Destroyers


- 50 points

Tier 3 Shipyard – All ship classes


- 100 points

Tier 4 – All ship classes, including beyond-Battleship sizes, or experimental projects


- 200 points

***

So, progression from Tiers:


- Tier 1 to Tier 2 = 1 turn
- Tier 2 to Tier 3 = 2 turns
- Tier 3 to Tier 4 = 3 turns

The above guarantees growth, but also reflects on the increasing, size, complexity, and drainage on
resources need to build/expand said larger shipyards.

Tier 4 is maximum development per planet, and 5 shipyards can be built per system (1000
points/system max). After that, go colonize more systems.

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