Tyler Do'Urden said:
*bump*
Any chance I could see your notes on reworking the Empires and the Birthright rules, Silveras? I'd really like to see what you've come up with, too.
The Birthright ones are a bit too big for easy sharing. It has become a long document, much of which was cut-and-paste-d from the original BR rules. In many ways, BR was a preview of what was coming in 3rd Edition (d20 checks vs DCs for actions, especially).
In the meantime, here are some of my notes for Empire:
Additions
Mineral Resources - Gems
Code:
Dice % Average Value Stone Grades Gold units per resource unit Yield Units / space
01-25 10 Decorative 10 gems / 1 gold 5
26-50 50 Fancy 2 gems / 1 gold 3
51-70 100 Semi-Precious 1 gems / 1 gold 1
71-90 500 Precious 5 gold / 1 gems 0.5
91-99 1,000 Gems 10 gold / 1 gems 0.2
100 5,000 Jewels 50 gold / 1 gems 0.1
Plant Resources
Herbs
Spices
Plant Creatures
Animal Resources
Rare Breed
Domesticated Magical Beast (Requires ‘Husbandry Guild’ upgrade)
Parts – Ivory = 1gold per 3 ivory
Trade Goods
1 Gold + 1 Gems value gold = 1 Fine jewelry (sells for 4 gold / unit)
1 Silver + 1 Gems value gold = 1 jewelry (sells for 3 gold / unit)
You may substitute Gems for metals in making magic items
Ship Building (requires Port upgrade)
War ships
Merchant Ships
Fishing Fleet
Terrain
Ocean – produces 3 food + 0.2 Ivory
Alternative power bases
Religious
Religious organizations can own land, but do not have to. If they own land, they receive the usual benefits. Separately from the income of a normal barony/kingdom/empire, a religious organization receives bonus gold from the veneration of the people (1 gold / 5 population). Multiple religious organizations can co-exist within the confines of a realm, unless it is a theocracy. In such cases, each population unit has a loyalty to the religion that may change over time. The religions can agitate to affect the loyalty of the people to the crown and to other religions.
Magical
Magical organizations are less interested in land than they are in tapping magical power. Nexus points and Ley Lines are the resources they care most about.
Martial
Martial organizations seldom exist separate from the state. Most such bands are small mercenary companies.
Criminal
Criminal organizations are focused on making money. They steal goods and money from other organizations (reducing the State or Other’s income and resources). Each season, roll 1d20 for each category of resources (Food, Gold, Minerals, each type of Trade Goods); on a 15 or better, 1 unit is stolen. Transfer 1 unit from the original owner to the Criminal organization. The Criminal organization can dispose of each unit as it pleases.
Mercantile
Mercantile organizations are focused on making money honestly. They provide conduits to foreign trade channels, and make additional profits on the side. Unless they also own some land, mercantile organizations do not have any ability to harvest resources. They must trade for them, so it requires a large outlay of gold to establish a new Mercantile organization. When making any purchase or sale that involves multiple resource units to the gold unit, roll 1d20. On a 15 or greater, the Mercantile organization is able to improve the exchange by 1 unit in its favor. For example, if the Mercantile organization was trading 10 Food for 1 Gold, it pays 9 Food instead (and keeps the remaining 1, for other uses). If it was buying 10 Foor for 1 Gold, it would get 11 Food instead.
Relations between Other Power Bases and State
State’s attitude toward the Other base
Hostile – Outright hostilities have, or soon will, break out. Membership in the Other base is a crime for citizens of the state. Soldiers of the state routinely arrest or kill identified members of the Other base. Specialist squads (Adventurers, Assassins, etc.) may be dispatched to make raids against the Other base.
Unfriendly – The state tries to repress membership and activities by the other power base. Soldiers routinely harass identified members of the Other base.
Indifferent – The state tends to ignore the Other base, content that their plans are different enough not to be a problem.
Friendly – The state and the Other, while not allied, see some value in each other. The state may encourage membership in the Other base as a way of promoting responsible (and compatible) use of advanced abilities.
Helpful – The state and the Other base are allied and work to help each other. The State provides active support for the Other base, encouraging membership and offering support if the Other base is short of money, food, etc.
Other base attitude toward State
Hostile – The Other base opposes the goals of the State. The Other base works to undermine the actions of the state as often as possible, and has raised forces with which to oppose the state. Specialist squads may be dispatched to disrupt the state military or civil operations.
Unfriendly – The Other base disapproves of the State’s actions and/or goals. The Other base uses its influence to disrupt the operations of the State, short of outright combat. The members of the Other might perform small acts of civil disobedience (providing sanctuary to a wanted criminal, for example).
Indifferent – The state and the Other base tend to ignore each other, content that their plans are different enough not to be a problem. The Other does not go out of its way to support the state, neither does it actively oppose it.
Friendly – The Other base, while not fully supporting the State, approves of most of its goals. The Other will sometimes provide limited support for the state for nominal fees (turning in a wanted criminal, for example)
Helpful – The state and the Other base are allied and work to help each other. The Other is willing to expend its resources to support the state (lending money if the state is short cash, or using its spells to capture an enemy agent, for example).
Note that the state’s attitude toward the Other may not be the same as the Other’s attitude toward the state.
Relations between the leaders- This becomes a modifier to diplomacy checks between the two organizations.
Hostile – -8
Unfriendly – -4
Indifferent – 0
Friendly – +4
Helpful – +8
Additional Projects
Religious organizations can build Monasteries and Abbeys.
Monasteries provide training for Clerics, Blackguards, Paladins, and Monks, as do Abbeys. The existence of such locations allows the religion to promote one military unit from Warriors to Fighters. Fighter units may subsequently be “promoted” to Paladins or Blackguards. Such a promotion is taxing, however, and a religion can support only a limited number of such units in any realm. Monasteries and Abbeys do not add to the living space, population, or productivity of a land unit, as they strive for self-sufficiency. Monasteries also may not be placed in land units that are occupied or harvested, making them an excellent choice for making use of Wasteland.
Magical organizations can establish Power Nodes and Towers
Commercial organizations can build Warehouses and Strongrooms. Warehouses are upgrades to a Village or City that facilitate the gathering of supplies in any land. In a land where the Mercantile organization is Friendly, a Warehouse adds 10% to the Gold value of all resources gathered. Warehouses have a capacity of 20 resource units (any types). Strongrooms are stronger and more secured versions of the Warehouse, which provide the Warehouse benefit plus increases the DC for theft by +5 (to 20) for goods stored there; however, Strongrooms sacrifice space and can only hold 10 resource units (any type).