Region & Site Modifiers

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NO LONGER IN USE!!!


Region

Oceanic (Modifier)

This turns the region into a oceanic tile, with the corresponding statistics transferred to a suitable analogue. Mountainous Oceanic regions would refer to areas with large scale undersea mountains that may reach the surface and contain valuable minerals, while countryside will refer to areas rich in marine wildlife.

Coastal (Modifier)

While many regions lie near the coast, this modifier means you have very easy access to an ocean, sea, bay, or very large river. Ports are built here for naval ships.

+5 Population Support and +50 Wealth Allows for Naval Units to garrison or attack this location.
Costs 5 points

Major River (Modifier)

Large rivers are natural points of commerce and trade.

+5 Population Support and +50 Wealth
Defensible
River transport
Counts as coastal for Naval dockyard purposes
Costs 5 Points

Terraced Mountains (Modifier)

Defensible +10 population Support
Costs 10 points (must take mountain as well)

Beast Lands (Modifier)

5 Beast Points -2 population support Cost 5 Points

Materia Field (Region or Modifier)

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

+75 materia
+4 Beasts
-2 Population
Scientific Value
Costs 15 points

Materia Blight (Modifier)

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. They can also be the result of excessive crystallium densities.

Halved point cost (round up)
Halves all wealth output
No Population Support

Mist Creep (Modifier)

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 outposts are occasionally 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 (Modifier)

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.

+5 Population Support and +50 Wealth
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: 25% of Site Cost, 50% of Site cost for Mega-Metropolis

Oceanic

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

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


Geofront

This site uses a series of advanced mechanisms in order to submerge the city into the ground for defensive purposes. It also incorporates significant amounts of fortifications, including military and civilian bunkers and active defences in the form of gun batteries and anti-air artillery systems.

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

Space Port

An addition to either Naval ports, or Aeroports, this adds facilities for handling space launches. Usually a system of mass drivers deliver cargo packets or transport bullets into orbit as well as fuel facilities for airships capable of space travel. Cost: 10 Points