Thursday, February 3, 2022

Realm Management: New Widdershins Part 2

 OK, lets take a look at possible modifiers shall we?

Able Populace, +25% Could fit as a greater portion of our population is able and willing to work towards building our community.  later on this may settle down though as survivors age and new children are born.

Advanced Infrastructure, +25%/level to buy up our IR rating would be very useful and likely considering we have a very good city planner and are building from scratch at TL8 so can plan ahead. Not something we have now though, unless the GM says it works with our initial vehicle and equipment are impressive. Sure we have no roads but the land for the town itself is pretty flat and we have a gadgeteer and several excellent mechanics to modify say our snow plow into a grader, a tanker water truck, and other options.

Clear Routes, +10%/level for good roads. Certainly planning on good roads!

Conventional Populace, +2%/level for a level or two seems appropriate.

Defensible Terrain, +10%/level is pretty much a must have for the valley as described. Surrounded by mountains with 3 narrow passes we can pretty easily fortify.

Educated Populace, +10%/level seems like a must.

Famous for (), varies is something for the future. The NPC from an organization called the Guard has been very impressed with our town and plans on recommending them to the Guard for recruiting. Further we have very rare individuals in our population; a necromancer (untrained), a RPM mage with a legendary book as his teacher, a gadgeteer, and perhaps most famous and desirable of all a world walker with the blood of the ancients who can thus activate ancient technology. It might have enough of an effect early on that we should get this and its something I would like to see our town further develop.

Fertile Territory, +15%/level Represents more fertile or arable land than normal. We dont know the long term conditions but  given what we have seen so far this seems very likely. Especially since it is for just a small realm. Also we have a river running the entire length of the realm and advanced irrigation should not be a problem.

Habitable Land, +10%/step is pretty much a must have.

High TL, +25% (or less)/level seems likely given that NPC teaching the gadgeteer. Also with such a small population we can start education early on advanced tech compared to a more established and large realm.

Higher Quality of Life, +25/level I am planning on making this town a wonderful place to live and very comfortable for everyone.  I doubt the other players want different so this might also be taken.

Ideal Climate, +10$ or +50% Too early to know and so will be totally up to the GM to decide.

Loyal Citizenry, +15%/step This fits the current situation and works with my personal long term plans. Up to the group and especially the GM though.

Quick Deployment, +20%/level (up to four) represents our citizen militia and could be added.

Reflexive Realm, +5%level for a very responsive govt is useful and easier with a smaller realm.

Unique Resource, +100% We have something called the Pillar of Creation which is a super science ancient tech matter converter. It can only be operated by one PC and his brother, both so far reluctant to use it but its potentially very powerful if it gets used. Our NPC guide/exposition person knew what it was right away and basically said we just stuck gold. This could be a temporary boon and after our group leaves or the brothers die (hopefully of old age a long time from now) its useless.  But they may have kids who carry the gene (though its more on the mothers side) or word gets around and someone else comes to live here (as opposed to an invasion) who has heard of it the town may continue to keep it.

Scarce Resource, -25%/type If the Pillar of Creation remains unused we are likely lacking access to many minerals needed to sustain a TL8 society.  Also are currently light on dairy and breeding meat, though very possible we can solve that as we explore the local terrain.


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