Difference between revisions of "Region Modifiers"

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Allows for Naval Units to garrison or attack this location.<br>
 
Allows for Naval Units to garrison or attack this location.<br>
 
Costs 5 points<br>
 
Costs 5 points<br>
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=== Major River ===
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 +
Large rivers are natural points of commerce and trade.
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 +
+1 Population Support and +5 Wealth
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Defensible
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River transport
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Counts as coastal for Naval dockyard purposes
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Costs 5 Points
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=== Materia Field ===
 
=== Materia Field ===
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+1 Beasts
 
+1 Beasts
 
-2 Population
 
-2 Population
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Scientific Value
 
Costs 15 points
 
Costs 15 points
  
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Costs 1 point
 
Costs 1 point
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=== Mist Creep ===
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Another remnant of the war, Myst Creep is a zone where a crystal has been deliberately shattered, resulting in a zone of dense knee high mist and very unusual activity, ghosts, espers and other strange beasts are said to haunt such zones. Scientists and outputs are ocassionally maintained in such zones, to study the delirious effects upon normal physics that exist in such zones. Scavengers are also known to attempt entry, searching for shards of crystal.
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Halved point cost (round up)
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Halves all wealth output
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No Population Support
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Attritional
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Horrors
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Scientific Value
  
 
=== Moogleholme ===
 
=== Moogleholme ===

Revision as of 15:41, 12 May 2010

Zone

Coastal

The coast of an ocean, sea, bay, or very large river. Ports are built here for naval ships.

Allows for Naval Units to garrison or attack this location.
Costs 5 points

Major River

Large rivers are natural points of commerce and trade.

+1 Population Support and +5 Wealth Defensible River transport Counts as coastal for Naval dockyard purposes Costs 5 Points


Materia Field

The landing site of a Crystal Core, this area is littered with Crystalium. It's good for mining, but tends to be dangerous due to radiation, mutant animals, and Gargoyles.

+50 materia +1 Beasts -2 Population Scientific Value Costs 15 points

Materia Blight

This is where the great war battles were fought again and again, year after year, the use of fierce materia based magic has corrupted the land, stripping it of life, leaving it barren and charred.

Costs 1 point

Mist Creep

Another remnant of the war, Myst Creep is a zone where a crystal has been deliberately shattered, resulting in a zone of dense knee high mist and very unusual activity, ghosts, espers and other strange beasts are said to haunt such zones. Scientists and outputs are ocassionally maintained in such zones, to study the delirious effects upon normal physics that exist in such zones. Scavengers are also known to attempt entry, searching for shards of crystal.

Halved point cost (round up) Halves all wealth output No Population Support Attritional Horrors Scientific Value

Moogleholme

This land is or has been a long-term home for Moogles. Such lands are dotted with burrows, occupied or not, and are most noted by the presence of giant mushrooms - a product of Moogle agriculture and natural symbiosis. These mushrooms cover the land, often overgrowing normal trees and grasslands to form dense fungal forests.

+1 Population Support Costs 5 points

Site

Levitation

This Site uses materia to power advanced levitation arrays, which allow the entire site to rest on a floating plate, several hundred meters or more above the ground.

Cost: 50% of Site Cost, 75% of Site cost for Mega-Metropolis

Oceanic

This site must be within a costal or marine zone and this modification places it off-shore.

Cost: 25% of Site Cost, 50% of Site cost for Mega-Metropolis

Space Port

An addition to either Naval ports, or Aeroports, this adds facilities for handling space launches.

Cost: 10 Points