Sins Revisited: Difference between revisions
Rules dump for game. Setting to come at later time |
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====Elemental and Planar==== | ====Elemental and Planar==== | ||
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Elemental and planar defenses only defended against a specific subset. Case in point, a defense against Fire is not going to help against Earth. Defenses completely negate an equal or lesser power attack. A stronger attack is weakened based on the difference in the strength levels. A difference of one means that it is only as strong as a | Elemental and planar defenses only defended against a specific subset. Case in point, a defense against Fire is not going to help against Earth. Defenses completely negate an equal or lesser power attack. A stronger attack is weakened based on the difference in the strength levels. A difference of one means that it is only as strong as a weak spell, etc. | ||
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Latest revision as of 10:51, 17 November 2011
Sins Revisited
Rules
Nation creation is simple. You start out with 25 points and fill up your national indices. The national indices are:
- Population
- Population Support
- Industry
- Technology
- Magic
- Military
Population
Population is a direct measure of how populous your nation is. The higher your population value, the more people you have. Each point in population allows for 1 point in industry and 2 points in military. One point of population is the equivalent of 500,000.
Population Support
Population support is how easy it is for you to support a population. It is the amount of farms that you have active. Each point in population support allows for 1 points in population.
Industry
Industry is how industrious your nation is. This industry is either magical or technological, determined totally by you, and it is treated as the same either way. Each point in industry grants 100 industrial points per quarter to construct units with.
Technology
Technology is how technologically advanced your nation is. The higher you technology index, the better off your nation is. A higher technology index also grants access to better weapons and defensive materials, and in general it makes your equipment better.
Magic
Magic functions exactly the same as technology; however, a higher level in magic also introduces spells and enchantments. Each point in magic grants 10 aether points per quarter to use on spells and enchantments. Each point in magic also has the added benefit of generally making your equipment better.
Military
Military is a measure of how militant your nation is. Higher levels of military not only give you the ability to keep more units active at a time, it gives you access to more hero units. Each point of military gives 100 upkeep points to spend on unit upkeep. Each point of military gives access to 2 heroic units.
Creating Your Military
Unit creation is pretty freeform. You start with a unit type, choose the size, apply technological or magical equipment, choose the training level, and then you're given your cost and construction time at the end.
Unit Type
- Infantry
- Cost: 10
- Cavalry
- Cost: 20
- Heavy Cavalry
- Cost: 40
- Monstrous
- Cost: 100
- Aerial
- Cost: 50
- Monstrous Aerial
- Cost: 150
Size
- Single
- Cost Modifier: 0.1
- Squad
- Cost Modifier: 0.5
- Normal
- Cost Modifier: 1
- Numerous
- Cost Modifier: 2
Technological Advancements
- Iron Weapons
- Cost Modifier: 1
- Steel Weapons
- Cost Modifier: 1.1
- Mythril Weapons
- Cost Modifier: 1.25
- Adamantium Weapons
- Cost Modifier: 1.5
- God Stone Weapons
- Cost Modifier: 2
- Iron Defenses
- Cost Modifier: 1
- Steel Defenses
- Cost Modifier: 1.1
- Mythril Defenses
- Cost Modifier: 1.25
- Adamantium Defenses
- Cost Modifier: 1.5
- God Stone Defenses
- Cost Modifier: 2
Magical Advancements
- Enchantment of Weapon Honing
- Cost Modifier: 1.1
- Enchantment of Weapon Ferocity
- Cost Modifier: 1.25
- Enchantment of Weapon Lethality
- Cost Modifier: 1.5
- Enchantment of God Weapon
- Cost Modifier: 2
- Enchantment of Armor Hardening
- Cost Modifier: 1.1
- Enchantment of Armor Strengthening
- Cost Modifier: 1.25
- Enchantment of Armor Reflectivity
- Cost Modifier: 1.5
- Enchantment of God Armor
- Cost Modifier: 2
Level of Training
- Recruit
- Cost Modifier: 1
- Skilled
- Cost Modifier: 2
- Elite
- Cost Modifier: 5
- Heroic
- Cost Modifier: 10
Unit Production and Upkeep
After you have your build cost, you can determine both your build time and your upkeep. Build time is 10%, rounded up, of your cost in quarters. Upkeep is 10% of the total cost rounded up per quarter.
Enchantments and Spells
There is a difference between the enchantments used during unit creation and the enchantment and spells used during normal play. The enchantments used during unit creation do not require aether while the others do. Enchantments and spells used during normal play are designed just like units. You choose whether it is a spell or enchantment, choose the size, choose the strength, choose the duration, and then you are given the cost in Aether.
Type
- Enchantment: Enchantments are magical constructs that you cast on your own units.
- Cost: 1
- Spell: Spells are magical constructs that you cast on enemy units.
- Cost: 2
Size
- Single
- Cost Modifier: 1
- Squad
- Cost Modifier: 2
- Normal
- Cost Modifier: 5
- Numerous
- Cost Modifier: 10
Effect
- Elemental Attack/Defense: Earth, Fire, Water, Air
- Cost Modifier: 1
- Planar Attack/Defense: Life, Death, Void
- Cost Modifier: 2
- God Attack/Defense
- Cost Modifier: 5
Strength
- Weak
- Cost Modifier: 0.1
- Normal
- Cost Modifier: 1
- Strong
- Cost Modifier: 2
- God Like
- Cost Modifier: 5
Duration
- Short: Can only be chosen for enchantments
- Cost Modifier: 0.1
- Normal
- Cost Modifier: 1
- Extended
- Cost Modifier: 2
- Long
- Cost Modifier: 5
Specifics of Magic
Elemental and Planar
Elemental and planar defenses only defended against a specific subset. Case in point, a defense against Fire is not going to help against Earth. Defenses completely negate an equal or lesser power attack. A stronger attack is weakened based on the difference in the strength levels. A difference of one means that it is only as strong as a weak spell, etc.