MEM 2, Electromagica

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Land

Size

The size of a state plays may play a large roll in shaping it, but is very much a mixed blessing.

Pick one (no cost):

Tiny Your nation is really small. Probably an Island in fact

On Earth Britain, Eritrea or Taiwan fit this category.

Small Your nation is extremely packed together, making transport links very easy, but meaning you have little space to trade for time.

On Earth France, Germany or Japan fit this category.

Normal You are a fairly normal midsized state, neither particularly large nor particularly small.

On earth Indonesia, Argentina or Iran fit here.

Large You are a very large state, with massive amounts of land between each city, and likely a considerable amount of remaining wilderness

On earth Russia, Canada or China fit this category.

Terrain

Terrain is bought in blocks, each representing 10 percent of the state's total land area.

Defence

Minus two points: Very Hard to Defend: Valleys overlooked by high ground held by a foreign power.
Minus one points: Hard to Defend: Trackless jungle inhabited by natives hostile to you
Zero points: Normal Plains or Deserts.
One point: Forests and hills
Two points: Rolling hills and downs with limited sight lines
Three Points: Bocage and Hedgerow country
Four Points: Steep hills and valleys you dominate, riverine systems
Five Points: Trackless Jungles and Mountains, under dark caverns

Economic Value

Minus two points: Sandworm infested desert or undead infested marsh 1.5 times development cost
Minus one points: Marshes or deserts without monsters 1.2 times development cost
Zero points: Normal wilderness 1.0 time development cost
One point: Land crossed by an ancient road system 0.9 times development costs
Two points: On a minor river, costal 0.8 times development costs
Three Points: On a Major river, blessed by the spirits 0.7 times development costs
Four Points: Major river mouth or delta 0.6 times development costs
Five Points: Ancient megacity ruins with still standing buildings and functional infrastructure 0.5 times development costs

Land Advantages

Unclaimed Land -10 points
You have a large amount of unclaimed land near your country that you can claim as the game goes on.

Major Terrain Feature -1 points for the first -2 for the second etc.
You have something very large and impressive in one of your provinces. Provides a bonus to defence or a -0.1 bonus to development costs

Climate

Resources

People

Advancement

According to ancient sages there are two forms a civilization may take. Arcane and Emergent. An Arcane civilization bases its power on the personal. An Emergent bases its power on the group, the mass, the machine.

It is also said that the most advanced civilizations have combined these two elements together, creating machines with souls that carry with them the raw power of the Arcane.

Core Advancement

All powers have a certain core advancement. This represents their basic core sophistication in technological and magical ability. Without Arcane or Emergent techniques however it cannot train

Level Zero: harnessing naturally occurring mana, iron weapons (Rome)
Level one: Gunpowder, Steel, Waterwheels and mana mills (Renaissance) (automatic)
Level two: Steam, Mana coal mining, Dynamite mass production enchantments or machines (industrial revolution)
Level three: Synthetic materials, electrical power, atomic power
Level four: Fusion power, energy weapons, anti-gravity, microshrines
Level five: Soul generators, energy shields, spirit modification

Emergent Advancement

Level Zero: Bad animal domestication (No saddles)
Level one: Animal Domestication (automatic)
Level two: Computers
Level three: Networks
Level four: Autonomous Computers
Level five: Sapient Computers

Arcane Advancement

Arcane Advancement is more particulate than the other two, with mages mastering all manner of different techniques. It is however more powerful together than separately. Many spells require more than one sphere to be effective.

Possessions

Military

Context